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@ -1549,8 +1549,8 @@ Upon arrival at the 3D point, a new random 3D point will be selected within the
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<p><img src="..\Presentations\AI_CAP\Dia10.JPG" alt="Process"/></p>
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<p><img src="..\Presentations\AI_CAP\Dia10.JPG" alt="Process"/></p>
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<p>Until a fuel or damage treshold has been reached by the AI, or when the AI is commanded to RTB.
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<p>Until a fuel or damage threshold has been reached by the AI, or when the AI is commanded to RTB.
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When the fuel treshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.</p>
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When the fuel threshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.</p>
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<p><img src="..\Presentations\AI_CAP\Dia13.JPG" alt="Process"/></p>
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<p><img src="..\Presentations\AI_CAP\Dia13.JPG" alt="Process"/></p>
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@ -1585,7 +1585,7 @@ When the fuel treshold has been reached, the airplane will fly towards the neare
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<li>**<a href="AI.AI_Patrol.html##(AI_PATROL_ZONE).Detected">AI.AI_Patrol#AI_PATROL_ZONE.Detected</a>**: The AI has detected new targets.</li>
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<li>**<a href="AI.AI_Patrol.html##(AI_PATROL_ZONE).Detected">AI.AI_Patrol#AI_PATROL_ZONE.Detected</a>**: The AI has detected new targets.</li>
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<li>**<a href="##(AI_A2A_CAP).Destroy">AI_A2A_CAP.Destroy</a>**: The AI has destroyed a bogey <a href="Wrapper.Unit.html">Wrapper.Unit</a>.</li>
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<li>**<a href="##(AI_A2A_CAP).Destroy">AI_A2A_CAP.Destroy</a>**: The AI has destroyed a bogey <a href="Wrapper.Unit.html">Wrapper.Unit</a>.</li>
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<li>**<a href="##(AI_A2A_CAP).Destroyed">AI_A2A_CAP.Destroyed</a>**: The AI has destroyed all bogeys <a href="Wrapper.Unit.html">Wrapper.Unit</a>s assigned in the CAS task.</li>
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<li>**<a href="##(AI_A2A_CAP).Destroyed">AI_A2A_CAP.Destroyed</a>**: The AI has destroyed all bogeys <a href="Wrapper.Unit.html">Wrapper.Unit</a>s assigned in the CAS task.</li>
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<li><strong>Status</strong> ( Group ): The AI is checking status (fuel and damage). When the tresholds have been reached, the AI will RTB.</li>
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<li><strong>Status</strong> ( Group ): The AI is checking status (fuel and damage). When the thresholds have been reached, the AI will RTB.</li>
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</ul>
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</ul>
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<h2>3. Set the Range of Engagement</h2>
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<h2>3. Set the Range of Engagement</h2>
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@ -2127,7 +2127,7 @@ Use the method <a href="AI.AI_Cap.html##(AI_A2A_CAP).SetEngageZone">AI.AI_Cap#AI
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<tr class="w3-border">
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<tr class="w3-border">
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<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(AI_A2A_CAP).SetDamageThreshold">AI_A2A_CAP:SetDamageThreshold(PatrolDamageThreshold)</a></p></td>
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<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(AI_A2A_CAP).SetDamageThreshold">AI_A2A_CAP:SetDamageThreshold(PatrolDamageThreshold)</a></p></td>
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<td class="summary w3-half w3-container" style="word-wrap: break-word">
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<td class="summary w3-half w3-container" style="word-wrap: break-word">
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<p>When the AI is damaged beyond a certain treshold, it is required that the AI returns to the home base.</p>
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<p>When the AI is damaged beyond a certain threshold, it is required that the AI returns to the home base.</p>
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</td>
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</td>
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</tr>
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</tr>
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<tr class="w3-border">
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<tr class="w3-border">
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@ -6387,14 +6387,14 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
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<h2><a id="#(AI_A2A_CAP).SetDamageThreshold" ><strong>AI_A2A_CAP:SetDamageThreshold(PatrolDamageThreshold)</strong></a></h2>
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<h2><a id="#(AI_A2A_CAP).SetDamageThreshold" ><strong>AI_A2A_CAP:SetDamageThreshold(PatrolDamageThreshold)</strong></a></h2>
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</div>
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</div>
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<p>When the AI is damaged beyond a certain treshold, it is required that the AI returns to the home base.</p>
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<p>When the AI is damaged beyond a certain threshold, it is required that the AI returns to the home base.</p>
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<p>However, damage cannot be foreseen early on.
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<p>However, damage cannot be foreseen early on.
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Therefore, when the damage treshold is reached,
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Therefore, when the damage threshold is reached,
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the AI will return immediately to the home base (RTB).
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the AI will return immediately to the home base (RTB).
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Note that for groups, the average damage of the complete group will be calculated.
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Note that for groups, the average damage of the complete group will be calculated.
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So, in a group of 4 airplanes, 2 lost and 2 with damage 0.2, the damage treshold will be 0.25.</p>
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So, in a group of 4 airplanes, 2 lost and 2 with damage 0.2, the damage threshold will be 0.25.</p>
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<div id= "#Functions##SetDamageThreshold" class="w3-show w3-white">
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<div id= "#Functions##SetDamageThreshold" class="w3-show w3-white">
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<div class="w3-container w3-white" id="functiontype">
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<div class="w3-container w3-white" id="functiontype">
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@ -6412,7 +6412,7 @@ So, in a group of 4 airplanes, 2 lost and 2 with damage 0.2, the damage treshold
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</div>
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</div>
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<div class="w3-half">
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<div class="w3-half">
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<p>The treshold in percentage (between 0 and 1) when the AI is considered to be damaged.</p>
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<p>The threshold in percentage (between 0 and 1) when the AI is considered to be damaged.</p>
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</div>
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</div>
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</div>
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</div>
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@ -6515,8 +6515,8 @@ So, in a group of 4 airplanes, 2 lost and 2 with damage 0.2, the damage treshold
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<p>When the AI is out of fuel, it is required that a new AI is started, before the old AI can return to the home base.</p>
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<p>When the AI is out of fuel, it is required that a new AI is started, before the old AI can return to the home base.</p>
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<p>Therefore, with a parameter and a calculation of the distance to the home base, the fuel treshold is calculated.
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<p>Therefore, with a parameter and a calculation of the distance to the home base, the fuel threshold is calculated.
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When the fuel treshold is reached, the AI will continue for a given time its patrol task in orbit, while a new AIControllable is targetted to the AI_AIR.
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When the fuel threshold is reached, the AI will continue for a given time its patrol task in orbit, while a new AIControllable is targetted to the AI_AIR.
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Once the time is finished, the old AI will return to the base.</p>
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Once the time is finished, the old AI will return to the base.</p>
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<div id= "#Functions##SetFuelThreshold" class="w3-show w3-white">
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<div id= "#Functions##SetFuelThreshold" class="w3-show w3-white">
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@ -6535,7 +6535,7 @@ Once the time is finished, the old AI will return to the base.</p>
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</div>
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</div>
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<div class="w3-half">
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<div class="w3-half">
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<p>The treshold in percentage (between 0 and 1) when the AIControllable is considered to get out of fuel.</p>
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<p>The threshold in percentage (between 0 and 1) when the AIControllable is considered to get out of fuel.</p>
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</div>
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</div>
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</div>
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</div>
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@ -1537,7 +1537,7 @@ Controls a network of short range air/missile defense groups.</p>
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<p>AI_A2A_DISPATCHER is the main A2A defense class that models the A2A defense system.
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<p>AI_A2A_DISPATCHER is the main A2A defense class that models the A2A defense system.
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AI_A2A_GCICAP derives or inherits from AI_A2A_DISPATCHER and is a more <strong>noob</strong> user friendly class, but is less flexible.</p>
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AI_A2A_GCICAP derives or inherits from AI_A2A_DISPATCHER and is a more <strong>noob</strong> user friendly class, but is less flexible.</p>
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<p>Before you start using the AI_A2A_DISPATCHER or AI_A2A_GCICAP ask youself the following questions.</p>
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<p>Before you start using the AI_A2A_DISPATCHER or AI_A2A_GCICAP ask yourself the following questions.</p>
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<h2>0. Do I need AI_A2A_DISPATCHER or do I need AI_A2A_GCICAP?</h2>
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<h2>0. Do I need AI_A2A_DISPATCHER or do I need AI_A2A_GCICAP?</h2>
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@ -1581,7 +1581,7 @@ if the border is crossed by enemy units.</p>
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<p>A good functioning defense will have a "maximum range" evaluated to the enemy when CAP will be engaged or GCI will be spawned.</p>
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<p>A good functioning defense will have a "maximum range" evaluated to the enemy when CAP will be engaged or GCI will be spawned.</p>
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<h2>6. Which Airbases, Carrier Ships, Farps will take part in the defense system for the Coalition?</h2>
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<h2>6. Which Airbases, Carrier Ships, FARPs will take part in the defense system for the Coalition?</h2>
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<p>Carefully plan which airbases will take part in the coalition. Color each airbase in the color of the coalition.</p>
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<p>Carefully plan which airbases will take part in the coalition. Color each airbase in the color of the coalition.</p>
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@ -1590,7 +1590,7 @@ if the border is crossed by enemy units.</p>
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<p>The defense system works with Squadrons. Each Squadron must be given a unique name, that forms the <strong>key</strong> to the defense system.
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<p>The defense system works with Squadrons. Each Squadron must be given a unique name, that forms the <strong>key</strong> to the defense system.
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Several options and activities can be set per Squadron.</p>
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Several options and activities can be set per Squadron.</p>
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<h2>8. Where will the Squadrons be located? On Airbases? On Carrier Ships? On Farps?</h2>
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<h2>8. Where will the Squadrons be located? On Airbases? On Carrier Ships? On FARPs?</h2>
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<p>Squadrons are placed as the "home base" on an airfield, carrier or farp.
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<p>Squadrons are placed as the "home base" on an airfield, carrier or farp.
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Carefully plan where each Squadron will be located as part of the defense system.</p>
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Carefully plan where each Squadron will be located as part of the defense system.</p>
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@ -1654,7 +1654,7 @@ Not all Squadrons need to perform GCI.</p>
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<li>From a parking spot with cold engines</li>
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<li>From a parking spot with cold engines</li>
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</ul>
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</ul>
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<p><strong>The default takeoff method is staight in the air.</strong></p>
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<p><strong>The default takeoff method is straight in the air.</strong></p>
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<h2>17. For each Squadron, which landing method will I use?</h2>
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<h2>17. For each Squadron, which landing method will I use?</h2>
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@ -1784,7 +1784,7 @@ A2ADispatcher = AI_A2A_DISPATCHER:New( Detection )
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<strong>DetectionSetGroup</strong> is then being configured to filter all active groups with a group name starting with <strong>DF CCCP AWACS</strong> or <strong>DF CCCP EWR</strong> to be included in the Set.
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<strong>DetectionSetGroup</strong> is then being configured to filter all active groups with a group name starting with <strong>DF CCCP AWACS</strong> or <strong>DF CCCP EWR</strong> to be included in the Set.
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<strong>DetectionSetGroup</strong> is then being ordered to start the dynamic filtering. Note that any destroy or new spawn of a group with the above names will be removed or added to the Set.</p>
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<strong>DetectionSetGroup</strong> is then being ordered to start the dynamic filtering. Note that any destroy or new spawn of a group with the above names will be removed or added to the Set.</p>
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<p>Then a new Detection object is created from the class DETECTION_AREAS. A grouping radius of 30000 is choosen, which is 30km.
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<p>Then a new Detection object is created from the class DETECTION_AREAS. A grouping radius of 30000 is chosen, which is 30km.
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The <strong>Detection</strong> object is then passed to the <a href="##(AI_A2A_DISPATCHER).New">AI_A2A_DISPATCHER.New</a>() method to indicate the EWR network configuration and setup the A2A defense detection mechanism.</p>
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The <strong>Detection</strong> object is then passed to the <a href="##(AI_A2A_DISPATCHER).New">AI_A2A_DISPATCHER.New</a>() method to indicate the EWR network configuration and setup the A2A defense detection mechanism.</p>
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<p>You could build a <strong>mutual defense system</strong> like this:</p>
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<p>You could build a <strong>mutual defense system</strong> like this:</p>
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@ -2010,7 +2010,7 @@ If this parameter is not specified, then the default altitude will be used for t
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<li><a href="##(AI_A2A_DISPATCHER).SetSquadronLandingAtEngineShutdown">AI_A2A_DISPATCHER.SetSquadronLandingAtEngineShutdown</a>() will despawn the returning aircraft when the aircraft has returned to its parking spot and has turned off its engines.</li>
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<li><a href="##(AI_A2A_DISPATCHER).SetSquadronLandingAtEngineShutdown">AI_A2A_DISPATCHER.SetSquadronLandingAtEngineShutdown</a>() will despawn the returning aircraft when the aircraft has returned to its parking spot and has turned off its engines.</li>
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</ul>
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</ul>
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<p>You can use these methods to minimize the airbase coodination overhead and to increase the airbase efficiency.
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<p>You can use these methods to minimize the airbase coordination overhead and to increase the airbase efficiency.
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When there are lots of aircraft returning for landing, at the same airbase, the takeoff process will be halted, which can cause a complete failure of the
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When there are lots of aircraft returning for landing, at the same airbase, the takeoff process will be halted, which can cause a complete failure of the
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A2A defense system, as no new CAP or GCI planes can takeoff.
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A2A defense system, as no new CAP or GCI planes can takeoff.
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Note that the method <a href="##(AI_A2A_DISPATCHER).SetSquadronLandingNearAirbase">AI_A2A_DISPATCHER.SetSquadronLandingNearAirbase</a>() will only work for returning aircraft, not for damaged or out of fuel aircraft.
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Note that the method <a href="##(AI_A2A_DISPATCHER).SetSquadronLandingNearAirbase">AI_A2A_DISPATCHER.SetSquadronLandingNearAirbase</a>() will only work for returning aircraft, not for damaged or out of fuel aircraft.
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@ -2039,7 +2039,7 @@ And for a couple of squadrons overrides this default method.</p>
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<p><img src="..\Presentations\AI_A2A_DISPATCHER\Dia12.JPG" alt="Banner Image"/></p>
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<p><img src="..\Presentations\AI_A2A_DISPATCHER\Dia12.JPG" alt="Banner Image"/></p>
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<p>In the case of GCI, the <a href="##(AI_A2A_DISPATCHER).SetSquadronGrouping">AI_A2A_DISPATCHER.SetSquadronGrouping</a>() method has additional behaviour. When there aren't enough CAP flights airborne, a GCI will be initiated for the remaining
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<p>In the case of GCI, the <a href="##(AI_A2A_DISPATCHER).SetSquadronGrouping">AI_A2A_DISPATCHER.SetSquadronGrouping</a>() method has additional behavior. When there aren't enough CAP flights airborne, a GCI will be initiated for the remaining
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targets to be engaged. Depending on the grouping parameter, the spawned flights for GCI are grouped into this setting.
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targets to be engaged. Depending on the grouping parameter, the spawned flights for GCI are grouped into this setting.
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For example with a group setting of 2, if 3 targets are detected and cannot be engaged by CAP or any airborne flight,
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For example with a group setting of 2, if 3 targets are detected and cannot be engaged by CAP or any airborne flight,
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a GCI needs to be started, the GCI flights will be grouped as follows: Group 1 of 2 flights and Group 2 of one flight!</p>
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a GCI needs to be started, the GCI flights will be grouped as follows: Group 1 of 2 flights and Group 2 of one flight!</p>
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@ -2076,13 +2076,13 @@ multiplied by the Overhead and rounded up to the smallest integer.</p>
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<p>The <strong>overhead value is set for a Squadron</strong>, and can be <strong>dynamically adjusted</strong> during mission execution, so to adjust the defense overhead when the tactical situation changes.</p>
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<p>The <strong>overhead value is set for a Squadron</strong>, and can be <strong>dynamically adjusted</strong> during mission execution, so to adjust the defense overhead when the tactical situation changes.</p>
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<h2>6.5. Squadron fuel treshold.</h2>
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<h2>6.5. Squadron fuel threshold.</h2>
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<p>When an airplane gets <strong>out of fuel</strong> to a certain %-tage, which is by default <strong>15% (0.15)</strong>, there are two possible actions that can be taken:
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<p>When an airplane gets <strong>out of fuel</strong> to a certain %, which is by default <strong>15% (0.15)</strong>, there are two possible actions that can be taken:
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- The defender will go RTB, and will be replaced with a new defender if possible.
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- The defender will go RTB, and will be replaced with a new defender if possible.
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- The defender will refuel at a tanker, if a tanker has been specified for the squadron.</p>
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- The defender will refuel at a tanker, if a tanker has been specified for the squadron.</p>
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<p>Use the method <a href="##(AI_A2A_DISPATCHER).SetSquadronFuelThreshold">AI_A2A_DISPATCHER.SetSquadronFuelThreshold</a>() to set the <strong>squadron fuel treshold</strong> of spawned airplanes for all squadrons.</p>
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<p>Use the method <a href="##(AI_A2A_DISPATCHER).SetSquadronFuelThreshold">AI_A2A_DISPATCHER.SetSquadronFuelThreshold</a>() to set the <strong>squadron fuel threshold</strong> of spawned airplanes for all squadrons.</p>
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<h2>7. Setup a squadron for CAP</h2>
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<h2>7. Setup a squadron for CAP</h2>
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<li>The type of altitude measurement</li>
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<li>The type of altitude measurement</li>
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</ul>
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</ul>
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<p>These define how the squadron will perform the CAP while partrolling. Different terrain types requires different types of CAP.</p>
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<p>These define how the squadron will perform the CAP while patrolling. Different terrain types requires different types of CAP.</p>
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<p>The <a href="##(AI_A2A_DISPATCHER).SetSquadronCapInterval">AI_A2A_DISPATCHER.SetSquadronCapInterval</a>() method specifies <strong>how much</strong> and <strong>when</strong> CAP flights will takeoff.</p>
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<p>The <a href="##(AI_A2A_DISPATCHER).SetSquadronCapInterval">AI_A2A_DISPATCHER.SetSquadronCapInterval</a>() method specifies <strong>how much</strong> and <strong>when</strong> CAP flights will takeoff.</p>
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<p>Essentially this controls how many flights of GCI aircraft can be active at any time.
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<p>Essentially this controls how many flights of GCI aircraft can be active at any time.
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Note allowing large numbers of active GCI flights can adversely impact mission performance on low or medium specification hosts/servers.
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Note allowing large numbers of active GCI flights can adversely impact mission performance on low or medium specification hosts/servers.
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GCI needs to be setup at strategic airbases. Too far will mean that the aircraft need to fly a long way to reach the intruders,
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GCI needs to be setup at strategic airbases. Too far will mean that the aircraft need to fly a long way to reach the intruders,
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too short will mean that the intruders may have alraedy passed the ideal interception point!</p>
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too short will mean that the intruders may have already passed the ideal interception point!</p>
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<p>For example, the following setup will create a GCI for squadron "Sochi":</p>
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<p>For example, the following setup will create a GCI for squadron "Sochi":</p>
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@ -2286,17 +2286,17 @@ For some default settings, a method is available that allows you to tweak the de
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<p>Use the method <a href="##(AI_A2A_DISPATCHER).SetDefaultGrouping">AI_A2A_DISPATCHER.SetDefaultGrouping</a>() to set the <strong>default grouping</strong> of spawned airplanes for all squadrons.</p>
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<p>Use the method <a href="##(AI_A2A_DISPATCHER).SetDefaultGrouping">AI_A2A_DISPATCHER.SetDefaultGrouping</a>() to set the <strong>default grouping</strong> of spawned airplanes for all squadrons.</p>
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<h2>10.5. Default RTB fuel treshold.</h2>
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<h2>10.5. Default RTB fuel threshold.</h2>
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<p>When an airplane gets <strong>out of fuel</strong> to a certain %-tage, which is <strong>15% (0.15)</strong>, it will go RTB, and will be replaced with a new airplane when applicable.</p>
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<p>When an airplane gets <strong>out of fuel</strong> to a certain %, which is <strong>15% (0.15)</strong>, it will go RTB, and will be replaced with a new airplane when applicable.</p>
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<p>Use the method <a href="##(AI_A2A_DISPATCHER).SetDefaultFuelThreshold">AI_A2A_DISPATCHER.SetDefaultFuelThreshold</a>() to set the <strong>default fuel treshold</strong> of spawned airplanes for all squadrons.</p>
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<p>Use the method <a href="##(AI_A2A_DISPATCHER).SetDefaultFuelThreshold">AI_A2A_DISPATCHER.SetDefaultFuelThreshold</a>() to set the <strong>default fuel threshold</strong> of spawned airplanes for all squadrons.</p>
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|
|
||||||
<h2>10.6. Default RTB damage treshold.</h2>
|
<h2>10.6. Default RTB damage threshold.</h2>
|
||||||
|
|
||||||
<p>When an airplane is <strong>damaged</strong> to a certain %-tage, which is <strong>40% (0.40)</strong>, it will go RTB, and will be replaced with a new airplane when applicable.</p>
|
<p>When an airplane is <strong>damaged</strong> to a certain %, which is <strong>40% (0.40)</strong>, it will go RTB, and will be replaced with a new airplane when applicable.</p>
|
||||||
|
|
||||||
<p>Use the method <a href="##(AI_A2A_DISPATCHER).SetDefaultDamageThreshold">AI_A2A_DISPATCHER.SetDefaultDamageThreshold</a>() to set the <strong>default damage treshold</strong> of spawned airplanes for all squadrons.</p>
|
<p>Use the method <a href="##(AI_A2A_DISPATCHER).SetDefaultDamageThreshold">AI_A2A_DISPATCHER.SetDefaultDamageThreshold</a>() to set the <strong>default damage threshold</strong> of spawned airplanes for all squadrons.</p>
|
||||||
|
|
||||||
<h2>10.7. Default settings for CAP.</h2>
|
<h2>10.7. Default settings for CAP.</h2>
|
||||||
|
|
||||||
@ -2325,7 +2325,7 @@ This greatly increases the efficiency of your CAP operations.</p>
|
|||||||
|
|
||||||
<p>In the mission editor, setup a group with task Refuelling. A tanker unit of the correct coalition will be automatically selected.
|
<p>In the mission editor, setup a group with task Refuelling. A tanker unit of the correct coalition will be automatically selected.
|
||||||
Then, use the method <a href="##(AI_A2A_DISPATCHER).SetDefaultTanker">AI_A2A_DISPATCHER.SetDefaultTanker</a>() to set the tanker for the dispatcher.
|
Then, use the method <a href="##(AI_A2A_DISPATCHER).SetDefaultTanker">AI_A2A_DISPATCHER.SetDefaultTanker</a>() to set the tanker for the dispatcher.
|
||||||
Use the method <a href="##(AI_A2A_DISPATCHER).SetDefaultFuelThreshold">AI_A2A_DISPATCHER.SetDefaultFuelThreshold</a>() to set the %-tage left in the defender airplane tanks when a refuel action is needed.</p>
|
Use the method <a href="##(AI_A2A_DISPATCHER).SetDefaultFuelThreshold">AI_A2A_DISPATCHER.SetDefaultFuelThreshold</a>() to set the % left in the defender airplane tanks when a refuel action is needed.</p>
|
||||||
|
|
||||||
<p>When the tanker specified is alive and in the air, the tanker will be used for refuelling.</p>
|
<p>When the tanker specified is alive and in the air, the tanker will be used for refuelling.</p>
|
||||||
|
|
||||||
@ -2339,7 +2339,7 @@ Use the method <a href="##(AI_A2A_DISPATCHER).SetDefaultFuelThreshold">AI_A2A_DI
|
|||||||
A2ADispatcher:SetSquadronCapInterval("Sochi", 2, 30, 600, 1 )
|
A2ADispatcher:SetSquadronCapInterval("Sochi", 2, 30, 600, 1 )
|
||||||
A2ADispatcher:SetSquadronGci( "Sochi", 900, 1200 )
|
A2ADispatcher:SetSquadronGci( "Sochi", 900, 1200 )
|
||||||
|
|
||||||
-- Set the default tanker for refuelling to "Tanker", when the default fuel treshold has reached 90% fuel left.
|
-- Set the default tanker for refuelling to "Tanker", when the default fuel threshold has reached 90% fuel left.
|
||||||
A2ADispatcher:SetDefaultFuelThreshold( 0.9 )
|
A2ADispatcher:SetDefaultFuelThreshold( 0.9 )
|
||||||
A2ADispatcher:SetDefaultTanker( "Tanker" )
|
A2ADispatcher:SetDefaultTanker( "Tanker" )
|
||||||
</code></pre>
|
</code></pre>
|
||||||
@ -2516,13 +2516,13 @@ without a route, and should only have ONE unit.</p>
|
|||||||
|
|
||||||
<p><img src="..\Presentations\AI_A2A_DISPATCHER\AI_A2A_GCICAP-ME_4.JPG" alt="Mission Editor Action"/></p>
|
<p><img src="..\Presentations\AI_A2A_DISPATCHER\AI_A2A_GCICAP-ME_4.JPG" alt="Mission Editor Action"/></p>
|
||||||
|
|
||||||
<p><strong>All airplane or helicopter groups that are starting with any of the choosen Template Prefixes will result in a squadron created at the airbase.</strong></p>
|
<p><strong>All airplane or helicopter groups that are starting with any of the chosen Template Prefixes will result in a squadron created at the airbase.</strong></p>
|
||||||
|
|
||||||
<h3>1.4) Place floating helicopters to create the CAP zones defined by its route points.</h3>
|
<h3>1.4) Place floating helicopters to create the CAP zones defined by its route points.</h3>
|
||||||
|
|
||||||
<p><img src="..\Presentations\AI_A2A_DISPATCHER\AI_A2A_GCICAP-ME_5.JPG" alt="Mission Editor Action"/></p>
|
<p><img src="..\Presentations\AI_A2A_DISPATCHER\AI_A2A_GCICAP-ME_5.JPG" alt="Mission Editor Action"/></p>
|
||||||
|
|
||||||
<p><strong>All airplane or helicopter groups that are starting with any of the choosen Template Prefixes will result in a squadron created at the airbase.</strong></p>
|
<p><strong>All airplane or helicopter groups that are starting with any of the chosen Template Prefixes will result in a squadron created at the airbase.</strong></p>
|
||||||
|
|
||||||
<p>The helicopter indicates the start of the CAP zone.
|
<p>The helicopter indicates the start of the CAP zone.
|
||||||
The route points define the form of the CAP zone polygon.</p>
|
The route points define the form of the CAP zone polygon.</p>
|
||||||
@ -2535,7 +2535,7 @@ The route points define the form of the CAP zone polygon.</p>
|
|||||||
|
|
||||||
<h3>2.1) Planes are taking off in the air from the airbases.</h3>
|
<h3>2.1) Planes are taking off in the air from the airbases.</h3>
|
||||||
|
|
||||||
<p>This prevents airbases to get cluttered with airplanes taking off, it also reduces the risk of human players colliding with taxiiing airplanes,
|
<p>This prevents airbases to get cluttered with airplanes taking off, it also reduces the risk of human players colliding with taxiing airplanes,
|
||||||
resulting in the airbase to halt operations.</p>
|
resulting in the airbase to halt operations.</p>
|
||||||
|
|
||||||
<p>You can change the way how planes take off by using the inherited methods from AI_A2A_DISPATCHER:</p>
|
<p>You can change the way how planes take off by using the inherited methods from AI_A2A_DISPATCHER:</p>
|
||||||
@ -2563,7 +2563,7 @@ If you experience while testing problems with aircraft take-off or landing, plea
|
|||||||
|
|
||||||
<h3>2.2) Planes return near the airbase or will land if damaged.</h3>
|
<h3>2.2) Planes return near the airbase or will land if damaged.</h3>
|
||||||
|
|
||||||
<p>When damaged airplanes return to the airbase, they will be routed and will dissapear in the air when they are near the airbase.
|
<p>When damaged airplanes return to the airbase, they will be routed and will disappear in the air when they are near the airbase.
|
||||||
There are exceptions to this rule, airplanes that aren't "listening" anymore due to damage or out of fuel, will return to the airbase and land.</p>
|
There are exceptions to this rule, airplanes that aren't "listening" anymore due to damage or out of fuel, will return to the airbase and land.</p>
|
||||||
|
|
||||||
<p>You can change the way how planes land by using the inherited methods from AI_A2A_DISPATCHER:</p>
|
<p>You can change the way how planes land by using the inherited methods from AI_A2A_DISPATCHER:</p>
|
||||||
@ -2575,7 +2575,7 @@ There are exceptions to this rule, airplanes that aren't "listening" anymore due
|
|||||||
<li><a href="##(AI_A2A_DISPATCHER).SetSquadronLandingAtEngineShutdown">AI_A2A_DISPATCHER.SetSquadronLandingAtEngineShutdown</a>() will despawn the returning aircraft when the aircraft has returned to its parking spot and has turned off its engines.</li>
|
<li><a href="##(AI_A2A_DISPATCHER).SetSquadronLandingAtEngineShutdown">AI_A2A_DISPATCHER.SetSquadronLandingAtEngineShutdown</a>() will despawn the returning aircraft when the aircraft has returned to its parking spot and has turned off its engines.</li>
|
||||||
</ul>
|
</ul>
|
||||||
|
|
||||||
<p>You can use these methods to minimize the airbase coodination overhead and to increase the airbase efficiency.
|
<p>You can use these methods to minimize the airbase coordination overhead and to increase the airbase efficiency.
|
||||||
When there are lots of aircraft returning for landing, at the same airbase, the takeoff process will be halted, which can cause a complete failure of the
|
When there are lots of aircraft returning for landing, at the same airbase, the takeoff process will be halted, which can cause a complete failure of the
|
||||||
A2A defense system, as no new CAP or GCI planes can takeoff.
|
A2A defense system, as no new CAP or GCI planes can takeoff.
|
||||||
Note that the method <a href="##(AI_A2A_DISPATCHER).SetSquadronLandingNearAirbase">AI_A2A_DISPATCHER.SetSquadronLandingNearAirbase</a>() will only work for returning aircraft, not for damaged or out of fuel aircraft.
|
Note that the method <a href="##(AI_A2A_DISPATCHER).SetSquadronLandingNearAirbase">AI_A2A_DISPATCHER.SetSquadronLandingNearAirbase</a>() will only work for returning aircraft, not for damaged or out of fuel aircraft.
|
||||||
@ -2602,7 +2602,7 @@ Damaged or out-of-fuel aircraft are returning to the nearest friendly airbase an
|
|||||||
<li>The type of altitude measurement</li>
|
<li>The type of altitude measurement</li>
|
||||||
</ul>
|
</ul>
|
||||||
|
|
||||||
<p>These define how the squadron will perform the CAP while partrolling. Different terrain types requires different types of CAP.</p>
|
<p>These define how the squadron will perform the CAP while patrolling. Different terrain types requires different types of CAP.</p>
|
||||||
|
|
||||||
<p>The <a href="##(AI_A2A_DISPATCHER).SetSquadronCapInterval">AI_A2A_DISPATCHER.SetSquadronCapInterval</a>() method specifies <strong>how much</strong> and <strong>when</strong> CAP flights will takeoff.</p>
|
<p>The <a href="##(AI_A2A_DISPATCHER).SetSquadronCapInterval">AI_A2A_DISPATCHER.SetSquadronCapInterval</a>() method specifies <strong>how much</strong> and <strong>when</strong> CAP flights will takeoff.</p>
|
||||||
|
|
||||||
@ -2632,7 +2632,7 @@ Damaged or out-of-fuel aircraft are returning to the nearest friendly airbase an
|
|||||||
<p>Essentially this controls how many flights of GCI aircraft can be active at any time.
|
<p>Essentially this controls how many flights of GCI aircraft can be active at any time.
|
||||||
Note allowing large numbers of active GCI flights can adversely impact mission performance on low or medium specification hosts/servers.
|
Note allowing large numbers of active GCI flights can adversely impact mission performance on low or medium specification hosts/servers.
|
||||||
GCI needs to be setup at strategic airbases. Too far will mean that the aircraft need to fly a long way to reach the intruders,
|
GCI needs to be setup at strategic airbases. Too far will mean that the aircraft need to fly a long way to reach the intruders,
|
||||||
too short will mean that the intruders may have alraedy passed the ideal interception point!</p>
|
too short will mean that the intruders may have already passed the ideal interception point!</p>
|
||||||
|
|
||||||
<p>For example, the following setup will create a GCI for squadron "Sochi":</p>
|
<p>For example, the following setup will create a GCI for squadron "Sochi":</p>
|
||||||
|
|
||||||
@ -2673,10 +2673,9 @@ The following parameters were given to the :New method of AI_A2A_GCICAP, and mea
|
|||||||
These late activated Groups start with the name <code>SQUADRON CCCP</code>. Each Group object contains only one Unit, and defines the weapon payload, skin and skill level.</li>
|
These late activated Groups start with the name <code>SQUADRON CCCP</code>. Each Group object contains only one Unit, and defines the weapon payload, skin and skill level.</li>
|
||||||
<li><code>"CAP CCCP"</code>: CAP Zones are defined using floating, late activated Helicopter Group objects, where the route points define the route of the polygon of the CAP Zone.
|
<li><code>"CAP CCCP"</code>: CAP Zones are defined using floating, late activated Helicopter Group objects, where the route points define the route of the polygon of the CAP Zone.
|
||||||
These Helicopter Group objects start with the name <code>CAP CCCP</code>, and will be the locations wherein CAP will be performed.</li>
|
These Helicopter Group objects start with the name <code>CAP CCCP</code>, and will be the locations wherein CAP will be performed.</li>
|
||||||
<li><code>2</code> Defines how many CAP airplanes are patrolling in each CAP zone defined simulateneously.</li>
|
<li><code>2</code> Defines how many CAP airplanes are patrolling in each CAP zone defined simultaneously.</li>
|
||||||
</ul>
|
</ul>
|
||||||
|
|
||||||
|
|
||||||
<h3>4.2) A more advanced setup:</h3>
|
<h3>4.2) A more advanced setup:</h3>
|
||||||
|
|
||||||
<pre><code> -- Setup the AI_A2A_GCICAP dispatcher for the blue coalition.
|
<pre><code> -- Setup the AI_A2A_GCICAP dispatcher for the blue coalition.
|
||||||
@ -2694,7 +2693,7 @@ The following parameters were given to the :New method of AI_A2A_GCICAP, and mea
|
|||||||
<li><code>{ "104th CAP" }</code>: An array of the names of the CAP zones are defined using floating, late activated helicopter group objects,
|
<li><code>{ "104th CAP" }</code>: An array of the names of the CAP zones are defined using floating, late activated helicopter group objects,
|
||||||
where the route points define the route of the polygon of the CAP Zone.
|
where the route points define the route of the polygon of the CAP Zone.
|
||||||
These Helicopter Group objects start with the name <code>104th CAP</code>, and will be the locations wherein CAP will be performed.</li>
|
These Helicopter Group objects start with the name <code>104th CAP</code>, and will be the locations wherein CAP will be performed.</li>
|
||||||
<li><code>4</code> Defines how many CAP airplanes are patrolling in each CAP zone defined simulateneously.</li>
|
<li><code>4</code> Defines how many CAP airplanes are patrolling in each CAP zone defined simultaneously.</li>
|
||||||
</ul>
|
</ul>
|
||||||
|
|
||||||
|
|
||||||
@ -2952,7 +2951,7 @@ The following parameters were given to the :New method of AI_A2A_GCICAP, and mea
|
|||||||
<tr class="w3-border">
|
<tr class="w3-border">
|
||||||
<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(AI_A2A_DISPATCHER).Landing">AI_A2A_DISPATCHER.Landing</a></p></td>
|
<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(AI_A2A_DISPATCHER).Landing">AI_A2A_DISPATCHER.Landing</a></p></td>
|
||||||
<td class="summary w3-half w3-container" style="word-wrap: break-word">
|
<td class="summary w3-half w3-container" style="word-wrap: break-word">
|
||||||
<p>Defnes Landing location.</p>
|
<p>Defines Landing type/location.</p>
|
||||||
</td>
|
</td>
|
||||||
</tr>
|
</tr>
|
||||||
<tr class="w3-border">
|
<tr class="w3-border">
|
||||||
@ -3090,13 +3089,13 @@ The following parameters were given to the :New method of AI_A2A_GCICAP, and mea
|
|||||||
<tr class="w3-border">
|
<tr class="w3-border">
|
||||||
<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(AI_A2A_DISPATCHER).SetDefaultDamageThreshold">AI_A2A_DISPATCHER:SetDefaultDamageThreshold(DamageThreshold)</a></p></td>
|
<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(AI_A2A_DISPATCHER).SetDefaultDamageThreshold">AI_A2A_DISPATCHER:SetDefaultDamageThreshold(DamageThreshold)</a></p></td>
|
||||||
<td class="summary w3-half w3-container" style="word-wrap: break-word">
|
<td class="summary w3-half w3-container" style="word-wrap: break-word">
|
||||||
<p>Set the default damage treshold when defenders will RTB.</p>
|
<p>Set the default damage threshold when defenders will RTB.</p>
|
||||||
</td>
|
</td>
|
||||||
</tr>
|
</tr>
|
||||||
<tr class="w3-border">
|
<tr class="w3-border">
|
||||||
<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(AI_A2A_DISPATCHER).SetDefaultFuelThreshold">AI_A2A_DISPATCHER:SetDefaultFuelThreshold(FuelThreshold)</a></p></td>
|
<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(AI_A2A_DISPATCHER).SetDefaultFuelThreshold">AI_A2A_DISPATCHER:SetDefaultFuelThreshold(FuelThreshold)</a></p></td>
|
||||||
<td class="summary w3-half w3-container" style="word-wrap: break-word">
|
<td class="summary w3-half w3-container" style="word-wrap: break-word">
|
||||||
<p>Set the default fuel treshold when defenders will RTB or Refuel in the air.</p>
|
<p>Set the default fuel threshold when defenders will RTB or Refuel in the air.</p>
|
||||||
</td>
|
</td>
|
||||||
</tr>
|
</tr>
|
||||||
<tr class="w3-border">
|
<tr class="w3-border">
|
||||||
@ -3246,7 +3245,7 @@ The following parameters were given to the :New method of AI_A2A_GCICAP, and mea
|
|||||||
<tr class="w3-border">
|
<tr class="w3-border">
|
||||||
<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(AI_A2A_DISPATCHER).SetSquadronFuelThreshold">AI_A2A_DISPATCHER:SetSquadronFuelThreshold(SquadronName, FuelThreshold)</a></p></td>
|
<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(AI_A2A_DISPATCHER).SetSquadronFuelThreshold">AI_A2A_DISPATCHER:SetSquadronFuelThreshold(SquadronName, FuelThreshold)</a></p></td>
|
||||||
<td class="summary w3-half w3-container" style="word-wrap: break-word">
|
<td class="summary w3-half w3-container" style="word-wrap: break-word">
|
||||||
<p>Set the fuel treshold for the squadron when defenders will RTB or Refuel in the air.</p>
|
<p>Set the fuel threshold for the squadron when defenders will RTB or Refuel in the air.</p>
|
||||||
</td>
|
</td>
|
||||||
</tr>
|
</tr>
|
||||||
<tr class="w3-border">
|
<tr class="w3-border">
|
||||||
@ -4541,7 +4540,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
|
|||||||
<tr class="w3-border">
|
<tr class="w3-border">
|
||||||
<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(AI_A2A_DISPATCHER.Squadron).Spawn">AI_A2A_DISPATCHER.Squadron.Spawn</a></p></td>
|
<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(AI_A2A_DISPATCHER.Squadron).Spawn">AI_A2A_DISPATCHER.Squadron.Spawn</a></p></td>
|
||||||
<td class="summary w3-half w3-container" style="word-wrap: break-word">
|
<td class="summary w3-half w3-container" style="word-wrap: break-word">
|
||||||
<p>Table of spaws Core.Spawn#SPAWN.</p>
|
<p>Table of spawns Core.Spawn#SPAWN.</p>
|
||||||
</td>
|
</td>
|
||||||
</tr>
|
</tr>
|
||||||
<tr class="w3-border">
|
<tr class="w3-border">
|
||||||
@ -4717,7 +4716,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
|
|||||||
#table
|
#table
|
||||||
<a id="#(AI_A2A_DISPATCHER).Landing" ><strong>AI_A2A_DISPATCHER.Landing</strong></a>
|
<a id="#(AI_A2A_DISPATCHER).Landing" ><strong>AI_A2A_DISPATCHER.Landing</strong></a>
|
||||||
|
|
||||||
<p>Defnes Landing location.</p>
|
<p>Defines Landing type/location.</p>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
@ -6092,9 +6091,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
|
|||||||
<p>AI_A2A_DISPATCHER constructor.</p>
|
<p>AI_A2A_DISPATCHER constructor.</p>
|
||||||
|
|
||||||
|
|
||||||
<p>This is defining the A2A DISPATCHER for one coaliton.
|
<p>This is defining the A2A DISPATCHER for one coalition.
|
||||||
The Dispatcher works with a <a href="Functional.Detection.html##(DETECTION_BASE)">Functional.Detection#DETECTION_BASE</a> object that is taking of the detection of targets using the EWR units.
|
The Dispatcher works with a <a href="Functional.Detection.html##(DETECTION_BASE)">Functional.Detection#DETECTION_BASE</a> object that is taking of the detection of targets using the EWR units.
|
||||||
The Detection object is polymorphic, depending on the type of detection object choosen, the detection will work differently.</p>
|
The Detection object is polymorphic, depending on the type of detection object chosen, the detection will work differently.</p>
|
||||||
|
|
||||||
<div id= "#Functions##New" class="w3-show w3-white">
|
<div id= "#Functions##New" class="w3-show w3-white">
|
||||||
<div class="w3-container w3-white" id="functiontype">
|
<div class="w3-container w3-white" id="functiontype">
|
||||||
@ -6140,7 +6139,7 @@ The Detection object is polymorphic, depending on the type of detection object c
|
|||||||
Detection = DETECTION_AREAS:New( DetectionSetGroup, 30000 )
|
Detection = DETECTION_AREAS:New( DetectionSetGroup, 30000 )
|
||||||
|
|
||||||
-- Now Setup the A2A dispatcher, and initialize it using the Detection object.
|
-- Now Setup the A2A dispatcher, and initialize it using the Detection object.
|
||||||
A2ADispatcher = AI_A2A_DISPATCHER:New( Detection ) --
|
A2ADispatcher = AI_A2A_DISPATCHER:New( Detection )
|
||||||
</code></pre>
|
</code></pre>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
@ -7381,10 +7380,10 @@ or
|
|||||||
<h2><a id="#(AI_A2A_DISPATCHER).SetDefaultDamageThreshold" ><strong>AI_A2A_DISPATCHER:SetDefaultDamageThreshold(DamageThreshold)</strong></a></h2>
|
<h2><a id="#(AI_A2A_DISPATCHER).SetDefaultDamageThreshold" ><strong>AI_A2A_DISPATCHER:SetDefaultDamageThreshold(DamageThreshold)</strong></a></h2>
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
<p>Set the default damage treshold when defenders will RTB.</p>
|
<p>Set the default damage threshold when defenders will RTB.</p>
|
||||||
|
|
||||||
|
|
||||||
<p>The default damage treshold is by default set to 40%, which means that when the airplane is 40% damaged, it will go RTB.</p>
|
<p>The default damage threshold is by default set to 40%, which means that when the airplane is 40% damaged, it will go RTB.</p>
|
||||||
|
|
||||||
<div id= "#Functions##SetDefaultDamageThreshold" class="w3-show w3-white">
|
<div id= "#Functions##SetDefaultDamageThreshold" class="w3-show w3-white">
|
||||||
<div class="w3-container w3-white" id="functiontype">
|
<div class="w3-container w3-white" id="functiontype">
|
||||||
@ -7402,7 +7401,7 @@ or
|
|||||||
</div>
|
</div>
|
||||||
<div class="w3-half">
|
<div class="w3-half">
|
||||||
|
|
||||||
<p>A decimal number between 0 and 1, that expresses the %-tage of the damage treshold before going RTB.</p>
|
<p>A decimal number between 0 and 1, that expresses the % of the damage threshold before going RTB.</p>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
@ -7422,7 +7421,7 @@ or
|
|||||||
-- Now Setup the A2A dispatcher, and initialize it using the Detection object.
|
-- Now Setup the A2A dispatcher, and initialize it using the Detection object.
|
||||||
A2ADispatcher = AI_A2A_DISPATCHER:New( Detection )
|
A2ADispatcher = AI_A2A_DISPATCHER:New( Detection )
|
||||||
|
|
||||||
-- Now Setup the default damage treshold.
|
-- Now Setup the default damage threshold.
|
||||||
A2ADispatcher:SetDefaultDamageThreshold( 0.90 ) -- Go RTB when the airplane 90% damaged.
|
A2ADispatcher:SetDefaultDamageThreshold( 0.90 ) -- Go RTB when the airplane 90% damaged.
|
||||||
</code></pre>
|
</code></pre>
|
||||||
|
|
||||||
@ -7437,10 +7436,10 @@ or
|
|||||||
<h2><a id="#(AI_A2A_DISPATCHER).SetDefaultFuelThreshold" ><strong>AI_A2A_DISPATCHER:SetDefaultFuelThreshold(FuelThreshold)</strong></a></h2>
|
<h2><a id="#(AI_A2A_DISPATCHER).SetDefaultFuelThreshold" ><strong>AI_A2A_DISPATCHER:SetDefaultFuelThreshold(FuelThreshold)</strong></a></h2>
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
<p>Set the default fuel treshold when defenders will RTB or Refuel in the air.</p>
|
<p>Set the default fuel threshold when defenders will RTB or Refuel in the air.</p>
|
||||||
|
|
||||||
|
|
||||||
<p>The fuel treshold is by default set to 15%, which means that an airplane will stay in the air until 15% of its fuel has been consumed.</p>
|
<p>The fuel threshold is by default set to 15%, which means that an airplane will stay in the air until 15% of its fuel has been consumed.</p>
|
||||||
|
|
||||||
<div id= "#Functions##SetDefaultFuelThreshold" class="w3-show w3-white">
|
<div id= "#Functions##SetDefaultFuelThreshold" class="w3-show w3-white">
|
||||||
<div class="w3-container w3-white" id="functiontype">
|
<div class="w3-container w3-white" id="functiontype">
|
||||||
@ -7458,7 +7457,7 @@ or
|
|||||||
</div>
|
</div>
|
||||||
<div class="w3-half">
|
<div class="w3-half">
|
||||||
|
|
||||||
<p>A decimal number between 0 and 1, that expresses the %-tage of the treshold of fuel remaining in the tank when the plane will go RTB or Refuel.</p>
|
<p>A decimal number between 0 and 1, that expresses the % of the threshold of fuel remaining in the tank when the plane will go RTB or Refuel.</p>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
@ -7478,7 +7477,7 @@ or
|
|||||||
-- Now Setup the A2A dispatcher, and initialize it using the Detection object.
|
-- Now Setup the A2A dispatcher, and initialize it using the Detection object.
|
||||||
A2ADispatcher = AI_A2A_DISPATCHER:New( Detection )
|
A2ADispatcher = AI_A2A_DISPATCHER:New( Detection )
|
||||||
|
|
||||||
-- Now Setup the default fuel treshold.
|
-- Now Setup the default fuel threshold.
|
||||||
A2ADispatcher:SetDefaultFuelThreshold( 0.30 ) -- Go RTB when only 30% of fuel remaining in the tank.
|
A2ADispatcher:SetDefaultFuelThreshold( 0.30 ) -- Go RTB when only 30% of fuel remaining in the tank.
|
||||||
</code></pre>
|
</code></pre>
|
||||||
|
|
||||||
@ -7536,7 +7535,6 @@ or
|
|||||||
|
|
||||||
-- Set a grouping by default per 2 airplanes.
|
-- Set a grouping by default per 2 airplanes.
|
||||||
A2ADispatcher:SetDefaultGrouping( 2 )
|
A2ADispatcher:SetDefaultGrouping( 2 )
|
||||||
|
|
||||||
</code></pre>
|
</code></pre>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
@ -7744,8 +7742,18 @@ or
|
|||||||
</div>
|
</div>
|
||||||
<div class="w3-half">
|
<div class="w3-half">
|
||||||
|
|
||||||
<p>The %-tage of Units that dispatching command will allocate to intercept in surplus of detected amount of units.
|
<p>The % of Units that dispatching command will allocate to intercept in surplus of detected amount of units.</p>
|
||||||
The default overhead is 1, so equal balance. The <a href="##(AI_A2A_DISPATCHER).SetOverhead">AI_A2A_DISPATCHER.SetOverhead</a>() method can be used to tweak the defense strength,
|
|
||||||
|
</div>
|
||||||
|
</div>
|
||||||
|
<h2><strong>Return value:</strong></h2>
|
||||||
|
<div class="w3-row w3-border-bottom w3-margin-left">
|
||||||
|
<div class="w3-half">
|
||||||
|
<p><a href="##(AI_A2A_DISPATCHER)">#AI_A2A_DISPATCHER</a>:</p>
|
||||||
|
</div>
|
||||||
|
<div class="w3-half">
|
||||||
|
|
||||||
|
<p>The default overhead is 1, so equal balance. The <a href="##(AI_A2A_DISPATCHER).SetOverhead">AI_A2A_DISPATCHER.SetOverhead</a>() method can be used to tweak the defense strength,
|
||||||
taking into account the plane types of the squadron. For example, a MIG-31 with full long-distance A2A missiles payload, may still be less effective than a F-15C with short missiles...
|
taking into account the plane types of the squadron. For example, a MIG-31 with full long-distance A2A missiles payload, may still be less effective than a F-15C with short missiles...
|
||||||
So in this case, one may want to use the Overhead method to allocate more defending planes as the amount of detected attacking planes.
|
So in this case, one may want to use the Overhead method to allocate more defending planes as the amount of detected attacking planes.
|
||||||
The overhead must be given as a decimal value with 1 as the neutral value, which means that Overhead values:</p>
|
The overhead must be given as a decimal value with 1 as the neutral value, which means that Overhead values:</p>
|
||||||
@ -7763,17 +7771,6 @@ multiplied by the Overhead and rounded up to the smallest integer.</p>
|
|||||||
<p>See example below.</p>
|
<p>See example below.</p>
|
||||||
|
|
||||||
|
|
||||||
</div>
|
|
||||||
</div>
|
|
||||||
<h2><strong>Return value:</strong></h2>
|
|
||||||
<div class="w3-row w3-border-bottom w3-margin-left">
|
|
||||||
<div class="w3-half">
|
|
||||||
<p><a href="##(AI_A2A_DISPATCHER)">#AI_A2A_DISPATCHER</a>:</p>
|
|
||||||
</div>
|
|
||||||
<div class="w3-half">
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
<h2><strong>Usage:</strong></h2>
|
<h2><strong>Usage:</strong></h2>
|
||||||
@ -7831,7 +7828,6 @@ multiplied by the Overhead and rounded up to the smallest integer.</p>
|
|||||||
|
|
||||||
<p>self</p>
|
<p>self</p>
|
||||||
|
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
<h2><strong>Usage:</strong></h2>
|
<h2><strong>Usage:</strong></h2>
|
||||||
@ -7850,7 +7846,6 @@ multiplied by the Overhead and rounded up to the smallest integer.</p>
|
|||||||
|
|
||||||
-- Let new flights by default take-off from the airbase cold.
|
-- Let new flights by default take-off from the airbase cold.
|
||||||
A2ADispatcher:SetDefaultTakeoff( AI_A2A_Dispatcher.Takeoff.Cold )
|
A2ADispatcher:SetDefaultTakeoff( AI_A2A_Dispatcher.Takeoff.Cold )
|
||||||
|
|
||||||
</code></pre>
|
</code></pre>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
@ -7881,7 +7876,6 @@ multiplied by the Overhead and rounded up to the smallest integer.</p>
|
|||||||
|
|
||||||
<p>self</p>
|
<p>self</p>
|
||||||
|
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
<h2><strong>Usage:</strong></h2>
|
<h2><strong>Usage:</strong></h2>
|
||||||
@ -7921,7 +7915,6 @@ multiplied by the Overhead and rounded up to the smallest integer.</p>
|
|||||||
|
|
||||||
<p>self</p>
|
<p>self</p>
|
||||||
|
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
<h2><strong>Usage:</strong></h2>
|
<h2><strong>Usage:</strong></h2>
|
||||||
@ -7961,7 +7954,6 @@ multiplied by the Overhead and rounded up to the smallest integer.</p>
|
|||||||
|
|
||||||
<p>self</p>
|
<p>self</p>
|
||||||
|
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
<h2><strong>Usage:</strong></h2>
|
<h2><strong>Usage:</strong></h2>
|
||||||
@ -8001,7 +7993,6 @@ multiplied by the Overhead and rounded up to the smallest integer.</p>
|
|||||||
|
|
||||||
<p>self</p>
|
<p>self</p>
|
||||||
|
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
<h2><strong>Usage:</strong></h2>
|
<h2><strong>Usage:</strong></h2>
|
||||||
@ -8055,7 +8046,6 @@ multiplied by the Overhead and rounded up to the smallest integer.</p>
|
|||||||
|
|
||||||
<p>self</p>
|
<p>self</p>
|
||||||
|
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
<h2><strong>Usage:</strong></h2>
|
<h2><strong>Usage:</strong></h2>
|
||||||
@ -8116,11 +8106,12 @@ multiplied by the Overhead and rounded up to the smallest integer.</p>
|
|||||||
-- Now Setup the A2A dispatcher, and initialize it using the Detection object.
|
-- Now Setup the A2A dispatcher, and initialize it using the Detection object.
|
||||||
A2ADispatcher = AI_A2A_DISPATCHER:New( Detection )
|
A2ADispatcher = AI_A2A_DISPATCHER:New( Detection )
|
||||||
|
|
||||||
-- Now Setup the default fuel treshold.
|
-- Now Setup the default fuel threshold.
|
||||||
A2ADispatcher:SetDefaultFuelThreshold( 0.30 ) -- Go RTB when only 30% of fuel remaining in the tank.
|
A2ADispatcher:SetDefaultFuelThreshold( 0.30 ) -- Go RTB when only 30% of fuel remaining in the tank.
|
||||||
|
|
||||||
-- Now Setup the default tanker.
|
-- Now Setup the default tanker.
|
||||||
A2ADispatcher:SetDefaultTanker( "Tanker" ) -- The group name of the tanker is "Tanker" in the Mission Editor.</code></pre>
|
A2ADispatcher:SetDefaultTanker( "Tanker" ) -- The group name of the tanker is "Tanker" in the Mission Editor.
|
||||||
|
</code></pre>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
@ -8325,7 +8316,7 @@ multiplied by the Overhead and rounded up to the smallest integer.</p>
|
|||||||
A2ADispatcher:SetDisengageRadius( 50000 )
|
A2ADispatcher:SetDisengageRadius( 50000 )
|
||||||
|
|
||||||
-- Set 100km as the Disengage Radius.
|
-- Set 100km as the Disengage Radius.
|
||||||
A2ADispatcher:SetDisngageRadius() -- 300000 is the default value.
|
A2ADispatcher:SetDisengageRadius() -- 300000 is the default value.
|
||||||
</code></pre>
|
</code></pre>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
@ -8627,7 +8618,6 @@ If you have only one prefix name for a squadron, you don't need to use the <code
|
|||||||
|
|
||||||
<p>(optional) A number that specifies how many resources are in stock of the squadron. If not specified, the squadron will have infinite resources available.</p>
|
<p>(optional) A number that specifies how many resources are in stock of the squadron. If not specified, the squadron will have infinite resources available.</p>
|
||||||
|
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
<h2><strong>Return value:</strong></h2>
|
<h2><strong>Return value:</strong></h2>
|
||||||
@ -8639,6 +8629,7 @@ If you have only one prefix name for a squadron, you don't need to use the <code
|
|||||||
|
|
||||||
<p>self</p>
|
<p>self</p>
|
||||||
|
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
<h2><strong>Usages:</strong></h2>
|
<h2><strong>Usages:</strong></h2>
|
||||||
@ -8662,7 +8653,6 @@ If you have only one prefix name for a squadron, you don't need to use the <code
|
|||||||
-- The ResourceCount parameter is not given in the SetSquadron method.
|
-- The ResourceCount parameter is not given in the SetSquadron method.
|
||||||
A2ADispatcher:SetSquadron( "104th", "Batumi", "Mig-29" )
|
A2ADispatcher:SetSquadron( "104th", "Batumi", "Mig-29" )
|
||||||
A2ADispatcher:SetSquadron( "23th", "Batumi", "Su-27" )
|
A2ADispatcher:SetSquadron( "23th", "Batumi", "Su-27" )
|
||||||
|
|
||||||
</code></pre></li>
|
</code></pre></li>
|
||||||
</ul>
|
</ul>
|
||||||
|
|
||||||
@ -9297,10 +9287,10 @@ If you have only one prefix name for a squadron, you don't need to use the <code
|
|||||||
<h2><a id="#(AI_A2A_DISPATCHER).SetSquadronFuelThreshold" ><strong>AI_A2A_DISPATCHER:SetSquadronFuelThreshold(SquadronName, FuelThreshold)</strong></a></h2>
|
<h2><a id="#(AI_A2A_DISPATCHER).SetSquadronFuelThreshold" ><strong>AI_A2A_DISPATCHER:SetSquadronFuelThreshold(SquadronName, FuelThreshold)</strong></a></h2>
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
<p>Set the fuel treshold for the squadron when defenders will RTB or Refuel in the air.</p>
|
<p>Set the fuel threshold for the squadron when defenders will RTB or Refuel in the air.</p>
|
||||||
|
|
||||||
|
|
||||||
<p>The fuel treshold is by default set to 15%, which means that an airplane will stay in the air until 15% of its fuel has been consumed.</p>
|
<p>The fuel threshold is by default set to 15%, which means that an airplane will stay in the air until 15% of its fuel has been consumed.</p>
|
||||||
|
|
||||||
<div id= "#Functions##SetSquadronFuelThreshold" class="w3-show w3-white">
|
<div id= "#Functions##SetSquadronFuelThreshold" class="w3-show w3-white">
|
||||||
<div class="w3-container w3-white" id="functiontype">
|
<div class="w3-container w3-white" id="functiontype">
|
||||||
@ -9331,7 +9321,7 @@ If you have only one prefix name for a squadron, you don't need to use the <code
|
|||||||
</div>
|
</div>
|
||||||
<div class="w3-half">
|
<div class="w3-half">
|
||||||
|
|
||||||
<p>A decimal number between 0 and 1, that expresses the %-tage of the treshold of fuel remaining in the tank when the plane will go RTB or Refuel.</p>
|
<p>A decimal number between 0 and 1, that expresses the % of the threshold of fuel remaining in the tank when the plane will go RTB or Refuel.</p>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
@ -9351,7 +9341,7 @@ If you have only one prefix name for a squadron, you don't need to use the <code
|
|||||||
-- Now Setup the A2A dispatcher, and initialize it using the Detection object.
|
-- Now Setup the A2A dispatcher, and initialize it using the Detection object.
|
||||||
A2ADispatcher = AI_A2A_DISPATCHER:New( Detection )
|
A2ADispatcher = AI_A2A_DISPATCHER:New( Detection )
|
||||||
|
|
||||||
-- Now Setup the default fuel treshold.
|
-- Now Setup the default fuel threshold.
|
||||||
A2ADispatcher:SetSquadronFuelThreshold( "SquadronName", 0.30 ) -- Go RTB when only 30% of fuel remaining in the tank.
|
A2ADispatcher:SetSquadronFuelThreshold( "SquadronName", 0.30 ) -- Go RTB when only 30% of fuel remaining in the tank.
|
||||||
</code></pre>
|
</code></pre>
|
||||||
|
|
||||||
@ -9617,7 +9607,6 @@ If you have only one prefix name for a squadron, you don't need to use the <code
|
|||||||
|
|
||||||
-- Set a grouping per 2 airplanes.
|
-- Set a grouping per 2 airplanes.
|
||||||
A2ADispatcher:SetSquadronGrouping( "SquadronName", 2 )
|
A2ADispatcher:SetSquadronGrouping( "SquadronName", 2 )
|
||||||
|
|
||||||
</code></pre>
|
</code></pre>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
@ -9961,7 +9950,18 @@ If you have only one prefix name for a squadron, you don't need to use the <code
|
|||||||
</div>
|
</div>
|
||||||
<div class="w3-half">
|
<div class="w3-half">
|
||||||
|
|
||||||
<p>The %-tage of Units that dispatching command will allocate to intercept in surplus of detected amount of units.
|
<p>The % of Units that dispatching command will allocate to intercept in surplus of detected amount of units.</p>
|
||||||
|
|
||||||
|
</div>
|
||||||
|
</div>
|
||||||
|
<h2><strong>Return value:</strong></h2>
|
||||||
|
<div class="w3-row w3-border-bottom w3-margin-left">
|
||||||
|
<div class="w3-half">
|
||||||
|
<p><a href="##(AI_A2A_DISPATCHER)">#AI_A2A_DISPATCHER</a>:</p>
|
||||||
|
</div>
|
||||||
|
<div class="w3-half">
|
||||||
|
|
||||||
|
<p>self
|
||||||
The default overhead is 1, so equal balance. The <a href="##(AI_A2A_DISPATCHER).SetOverhead">AI_A2A_DISPATCHER.SetOverhead</a>() method can be used to tweak the defense strength,
|
The default overhead is 1, so equal balance. The <a href="##(AI_A2A_DISPATCHER).SetOverhead">AI_A2A_DISPATCHER.SetOverhead</a>() method can be used to tweak the defense strength,
|
||||||
taking into account the plane types of the squadron. For example, a MIG-31 with full long-distance A2A missiles payload, may still be less effective than a F-15C with short missiles...
|
taking into account the plane types of the squadron. For example, a MIG-31 with full long-distance A2A missiles payload, may still be less effective than a F-15C with short missiles...
|
||||||
So in this case, one may want to use the Overhead method to allocate more defending planes as the amount of detected attacking planes.
|
So in this case, one may want to use the Overhead method to allocate more defending planes as the amount of detected attacking planes.
|
||||||
@ -9980,17 +9980,6 @@ multiplied by the Overhead and rounded up to the smallest integer.</p>
|
|||||||
<p>See example below.</p>
|
<p>See example below.</p>
|
||||||
|
|
||||||
|
|
||||||
</div>
|
|
||||||
</div>
|
|
||||||
<h2><strong>Return value:</strong></h2>
|
|
||||||
<div class="w3-row w3-border-bottom w3-margin-left">
|
|
||||||
<div class="w3-half">
|
|
||||||
<p><a href="##(AI_A2A_DISPATCHER)">#AI_A2A_DISPATCHER</a>:</p>
|
|
||||||
</div>
|
|
||||||
<div class="w3-half">
|
|
||||||
|
|
||||||
<p>self</p>
|
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
<h2><strong>Usage:</strong></h2>
|
<h2><strong>Usage:</strong></h2>
|
||||||
@ -10133,7 +10122,6 @@ multiplied by the Overhead and rounded up to the smallest integer.</p>
|
|||||||
|
|
||||||
<p>self</p>
|
<p>self</p>
|
||||||
|
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
<h2><strong>Usage:</strong></h2>
|
<h2><strong>Usage:</strong></h2>
|
||||||
@ -10152,7 +10140,6 @@ multiplied by the Overhead and rounded up to the smallest integer.</p>
|
|||||||
|
|
||||||
-- Let new flights take-off from the airbase cold.
|
-- Let new flights take-off from the airbase cold.
|
||||||
A2ADispatcher:SetSquadronTakeoff( "SquadronName", AI_A2A_Dispatcher.Takeoff.Cold )
|
A2ADispatcher:SetSquadronTakeoff( "SquadronName", AI_A2A_Dispatcher.Takeoff.Cold )
|
||||||
|
|
||||||
</code></pre>
|
</code></pre>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
@ -10197,7 +10184,6 @@ multiplied by the Overhead and rounded up to the smallest integer.</p>
|
|||||||
|
|
||||||
<p>self</p>
|
<p>self</p>
|
||||||
|
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
<h2><strong>Usage:</strong></h2>
|
<h2><strong>Usage:</strong></h2>
|
||||||
@ -10251,7 +10237,6 @@ multiplied by the Overhead and rounded up to the smallest integer.</p>
|
|||||||
|
|
||||||
<p>self</p>
|
<p>self</p>
|
||||||
|
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
<h2><strong>Usage:</strong></h2>
|
<h2><strong>Usage:</strong></h2>
|
||||||
@ -10305,7 +10290,6 @@ multiplied by the Overhead and rounded up to the smallest integer.</p>
|
|||||||
|
|
||||||
<p>self</p>
|
<p>self</p>
|
||||||
|
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
<h2><strong>Usage:</strong></h2>
|
<h2><strong>Usage:</strong></h2>
|
||||||
@ -10372,7 +10356,6 @@ multiplied by the Overhead and rounded up to the smallest integer.</p>
|
|||||||
|
|
||||||
<p>self</p>
|
<p>self</p>
|
||||||
|
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
<h2><strong>Usage:</strong></h2>
|
<h2><strong>Usage:</strong></h2>
|
||||||
@ -10439,7 +10422,6 @@ multiplied by the Overhead and rounded up to the smallest integer.</p>
|
|||||||
|
|
||||||
<p>self</p>
|
<p>self</p>
|
||||||
|
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
<h2><strong>Usage:</strong></h2>
|
<h2><strong>Usage:</strong></h2>
|
||||||
@ -10513,11 +10495,12 @@ multiplied by the Overhead and rounded up to the smallest integer.</p>
|
|||||||
-- Now Setup the A2A dispatcher, and initialize it using the Detection object.
|
-- Now Setup the A2A dispatcher, and initialize it using the Detection object.
|
||||||
A2ADispatcher = AI_A2A_DISPATCHER:New( Detection )
|
A2ADispatcher = AI_A2A_DISPATCHER:New( Detection )
|
||||||
|
|
||||||
-- Now Setup the squadron fuel treshold.
|
-- Now Setup the squadron fuel threshold.
|
||||||
A2ADispatcher:SetSquadronFuelThreshold( "SquadronName", 0.30 ) -- Go RTB when only 30% of fuel remaining in the tank.
|
A2ADispatcher:SetSquadronFuelThreshold( "SquadronName", 0.30 ) -- Go RTB when only 30% of fuel remaining in the tank.
|
||||||
|
|
||||||
-- Now Setup the squadron tanker.
|
-- Now Setup the squadron tanker.
|
||||||
A2ADispatcher:SetSquadronTanker( "SquadronName", "Tanker" ) -- The group name of the tanker is "Tanker" in the Mission Editor.</code></pre>
|
A2ADispatcher:SetSquadronTanker( "SquadronName", "Tanker" ) -- The group name of the tanker is "Tanker" in the Mission Editor.
|
||||||
|
</code></pre>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
@ -11217,7 +11200,7 @@ They will lock the parking spot.</p>
|
|||||||
#table
|
#table
|
||||||
<a id="#(AI_A2A_DISPATCHER).Landing" ><strong>AI_A2A_DISPATCHER.Landing</strong></a>
|
<a id="#(AI_A2A_DISPATCHER).Landing" ><strong>AI_A2A_DISPATCHER.Landing</strong></a>
|
||||||
|
|
||||||
<p>Defnes Landing location.</p>
|
<p>Defines Landing type/location.</p>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
@ -12468,7 +12451,7 @@ They will lock the parking spot.</p>
|
|||||||
#table
|
#table
|
||||||
<a id="#(AI_A2A_DISPATCHER).Landing" ><strong>AI_A2A_DISPATCHER.Landing</strong></a>
|
<a id="#(AI_A2A_DISPATCHER).Landing" ><strong>AI_A2A_DISPATCHER.Landing</strong></a>
|
||||||
|
|
||||||
<p>Defnes Landing location.</p>
|
<p>Defines Landing type/location.</p>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
@ -14025,7 +14008,7 @@ They will lock the parking spot.</p>
|
|||||||
#table
|
#table
|
||||||
<a id="#(AI_A2A_DISPATCHER).Landing" ><strong>AI_A2A_DISPATCHER.Landing</strong></a>
|
<a id="#(AI_A2A_DISPATCHER).Landing" ><strong>AI_A2A_DISPATCHER.Landing</strong></a>
|
||||||
|
|
||||||
<p>Defnes Landing location.</p>
|
<p>Defines Landing type/location.</p>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
@ -17502,7 +17485,7 @@ When moose is loading dynamically (for moose class development), tracing is swit
|
|||||||
#table
|
#table
|
||||||
<a id="#(AI_A2A_DISPATCHER.Squadron).Spawn" ><strong>AI_A2A_DISPATCHER.Squadron.Spawn</strong></a>
|
<a id="#(AI_A2A_DISPATCHER.Squadron).Spawn" ><strong>AI_A2A_DISPATCHER.Squadron.Spawn</strong></a>
|
||||||
|
|
||||||
<p>Table of spaws Core.Spawn#SPAWN.</p>
|
<p>Table of spawns Core.Spawn#SPAWN.</p>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
@ -17804,7 +17787,7 @@ For airplanes, 6000 (6km) is recommended, and is also the default value of this
|
|||||||
-- The CAP Zone prefix is nil. No CAP is created.
|
-- The CAP Zone prefix is nil. No CAP is created.
|
||||||
-- The CAP Limit is nil.
|
-- The CAP Limit is nil.
|
||||||
-- The Grouping Radius is nil. The default range of 6km radius will be grouped as a group of targets.
|
-- The Grouping Radius is nil. The default range of 6km radius will be grouped as a group of targets.
|
||||||
-- The Engage Radius is set nil. The default Engage Radius will be used to consider a defenser being assigned to a task.
|
-- The Engage Radius is set nil. The default Engage Radius will be used to consider a defender being assigned to a task.
|
||||||
-- The GCI Radius is nil. Any target detected within the default GCI Radius will be considered for GCI engagement.
|
-- The GCI Radius is nil. Any target detected within the default GCI Radius will be considered for GCI engagement.
|
||||||
-- The amount of resources for each squadron is set to 30. Thus about 30 resources are allocated to each squadron created.
|
-- The amount of resources for each squadron is set to 30. Thus about 30 resources are allocated to each squadron created.
|
||||||
|
|
||||||
@ -18033,7 +18016,7 @@ For airplanes, 6000 (6km) is recommended, and is also the default value of this
|
|||||||
-- The CAP Zone prefix is nil. No CAP is created.
|
-- The CAP Zone prefix is nil. No CAP is created.
|
||||||
-- The CAP Limit is nil.
|
-- The CAP Limit is nil.
|
||||||
-- The Grouping Radius is nil. The default range of 6km radius will be grouped as a group of targets.
|
-- The Grouping Radius is nil. The default range of 6km radius will be grouped as a group of targets.
|
||||||
-- The Engage Radius is set nil. The default Engage Radius will be used to consider a defenser being assigned to a task.
|
-- The Engage Radius is set nil. The default Engage Radius will be used to consider a defender being assigned to a task.
|
||||||
-- The GCI Radius is nil. Any target detected within the default GCI Radius will be considered for GCI engagement.
|
-- The GCI Radius is nil. Any target detected within the default GCI Radius will be considered for GCI engagement.
|
||||||
-- The amount of resources for each squadron is set to 30. Thus about 30 resources are allocated to each squadron created.
|
-- The amount of resources for each squadron is set to 30. Thus about 30 resources are allocated to each squadron created.
|
||||||
|
|
||||||
|
|||||||
@ -1550,8 +1550,8 @@ Upon arrival at the 3D point, a new random 3D point will be selected within the
|
|||||||
|
|
||||||
<p><img src="..\Presentations\AI_GCI\Dia10.JPG" alt="Process"/></p>
|
<p><img src="..\Presentations\AI_GCI\Dia10.JPG" alt="Process"/></p>
|
||||||
|
|
||||||
<p>Until a fuel or damage treshold has been reached by the AI, or when the AI is commanded to RTB.
|
<p>Until a fuel or damage threshold has been reached by the AI, or when the AI is commanded to RTB.
|
||||||
When the fuel treshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.</p>
|
When the fuel threshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.</p>
|
||||||
|
|
||||||
<p><img src="..\Presentations\AI_GCI\Dia13.JPG" alt="Process"/></p>
|
<p><img src="..\Presentations\AI_GCI\Dia13.JPG" alt="Process"/></p>
|
||||||
|
|
||||||
@ -1586,7 +1586,7 @@ When the fuel treshold has been reached, the airplane will fly towards the neare
|
|||||||
<li>**<a href="AI.AI_Patrol.html##(AI_PATROL_ZONE).Detected">AI.AI_Patrol#AI_PATROL_ZONE.Detected</a>**: The AI has detected new targets.</li>
|
<li>**<a href="AI.AI_Patrol.html##(AI_PATROL_ZONE).Detected">AI.AI_Patrol#AI_PATROL_ZONE.Detected</a>**: The AI has detected new targets.</li>
|
||||||
<li>**<a href="##(AI_A2A_GCI).Destroy">AI_A2A_GCI.Destroy</a>**: The AI has destroyed a bogey <a href="Wrapper.Unit.html">Wrapper.Unit</a>.</li>
|
<li>**<a href="##(AI_A2A_GCI).Destroy">AI_A2A_GCI.Destroy</a>**: The AI has destroyed a bogey <a href="Wrapper.Unit.html">Wrapper.Unit</a>.</li>
|
||||||
<li>**<a href="##(AI_A2A_GCI).Destroyed">AI_A2A_GCI.Destroyed</a>**: The AI has destroyed all bogeys <a href="Wrapper.Unit.html">Wrapper.Unit</a>s assigned in the CAS task.</li>
|
<li>**<a href="##(AI_A2A_GCI).Destroyed">AI_A2A_GCI.Destroyed</a>**: The AI has destroyed all bogeys <a href="Wrapper.Unit.html">Wrapper.Unit</a>s assigned in the CAS task.</li>
|
||||||
<li><strong>Status</strong> ( Group ): The AI is checking status (fuel and damage). When the tresholds have been reached, the AI will RTB.</li>
|
<li><strong>Status</strong> ( Group ): The AI is checking status (fuel and damage). When the thresholds have been reached, the AI will RTB.</li>
|
||||||
</ul>
|
</ul>
|
||||||
|
|
||||||
<h2>3. Set the Range of Engagement</h2>
|
<h2>3. Set the Range of Engagement</h2>
|
||||||
|
|||||||
@ -1548,8 +1548,8 @@ use derived AI_ classes to model AI offensive or defensive behaviour.</p>
|
|||||||
|
|
||||||
<p><img src="..\Presentations\AI_PATROL\Dia10.JPG" alt="Process"/></p>
|
<p><img src="..\Presentations\AI_PATROL\Dia10.JPG" alt="Process"/></p>
|
||||||
|
|
||||||
<p>Until a fuel or damage treshold has been reached by the AI, or when the AI is commanded to RTB.
|
<p>Until a fuel or damage threshold has been reached by the AI, or when the AI is commanded to RTB.
|
||||||
When the fuel treshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.</p>
|
When the fuel threshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.</p>
|
||||||
|
|
||||||
<p><img src="..\Presentations\AI_PATROL\Dia11.JPG" alt="Process"/></p>
|
<p><img src="..\Presentations\AI_PATROL\Dia11.JPG" alt="Process"/></p>
|
||||||
|
|
||||||
@ -1582,7 +1582,7 @@ When the fuel treshold has been reached, the airplane will fly towards the neare
|
|||||||
<li><strong>RTB</strong> ( Group ): Route the AI to the home base.</li>
|
<li><strong>RTB</strong> ( Group ): Route the AI to the home base.</li>
|
||||||
<li><strong>Detect</strong> ( Group ): The AI is detecting targets.</li>
|
<li><strong>Detect</strong> ( Group ): The AI is detecting targets.</li>
|
||||||
<li><strong>Detected</strong> ( Group ): The AI has detected new targets.</li>
|
<li><strong>Detected</strong> ( Group ): The AI has detected new targets.</li>
|
||||||
<li><strong>Status</strong> ( Group ): The AI is checking status (fuel and damage). When the tresholds have been reached, the AI will RTB.</li>
|
<li><strong>Status</strong> ( Group ): The AI is checking status (fuel and damage). When the thresholds have been reached, the AI will RTB.</li>
|
||||||
</ul>
|
</ul>
|
||||||
|
|
||||||
<h2>3. Set or Get the AI controllable</h2>
|
<h2>3. Set or Get the AI controllable</h2>
|
||||||
@ -1621,8 +1621,8 @@ according the weather conditions.</p>
|
|||||||
<h2>6. Manage the "out of fuel" in the AI_A2A_PATROL</h2>
|
<h2>6. Manage the "out of fuel" in the AI_A2A_PATROL</h2>
|
||||||
|
|
||||||
<p>When the AI is out of fuel, it is required that a new AI is started, before the old AI can return to the home base.
|
<p>When the AI is out of fuel, it is required that a new AI is started, before the old AI can return to the home base.
|
||||||
Therefore, with a parameter and a calculation of the distance to the home base, the fuel treshold is calculated.
|
Therefore, with a parameter and a calculation of the distance to the home base, the fuel threshold is calculated.
|
||||||
When the fuel treshold is reached, the AI will continue for a given time its patrol task in orbit,
|
When the fuel threshold is reached, the AI will continue for a given time its patrol task in orbit,
|
||||||
while a new AI is targetted to the AI_A2A_PATROL.
|
while a new AI is targetted to the AI_A2A_PATROL.
|
||||||
Once the time is finished, the old AI will return to the base.
|
Once the time is finished, the old AI will return to the base.
|
||||||
Use the method <a href="##(AI_A2A_PATROL).ManageFuel">AI_A2A_PATROL.ManageFuel</a>() to have this proces in place.</p>
|
Use the method <a href="##(AI_A2A_PATROL).ManageFuel">AI_A2A_PATROL.ManageFuel</a>() to have this proces in place.</p>
|
||||||
@ -1630,7 +1630,7 @@ Use the method <a href="##(AI_A2A_PATROL).ManageFuel">AI_A2A_PATROL.ManageFuel</
|
|||||||
<h2>7. Manage "damage" behaviour of the AI in the AI_A2A_PATROL</h2>
|
<h2>7. Manage "damage" behaviour of the AI in the AI_A2A_PATROL</h2>
|
||||||
|
|
||||||
<p>When the AI is damaged, it is required that a new Patrol is started. However, damage cannon be foreseen early on.
|
<p>When the AI is damaged, it is required that a new Patrol is started. However, damage cannon be foreseen early on.
|
||||||
Therefore, when the damage treshold is reached, the AI will return immediately to the home base (RTB).
|
Therefore, when the damage threshold is reached, the AI will return immediately to the home base (RTB).
|
||||||
Use the method <a href="##(AI_A2A_PATROL).ManageDamage">AI_A2A_PATROL.ManageDamage</a>() to have this proces in place.</p>
|
Use the method <a href="##(AI_A2A_PATROL).ManageDamage">AI_A2A_PATROL.ManageDamage</a>() to have this proces in place.</p>
|
||||||
|
|
||||||
<hr/>
|
<hr/>
|
||||||
|
|||||||
@ -2951,7 +2951,7 @@ of the squadron are destroyed. This is to keep consistency of air operations and
|
|||||||
<tr class="w3-border">
|
<tr class="w3-border">
|
||||||
<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(AI_A2G_DISPATCHER).SetDefaultFuelThreshold">AI_A2G_DISPATCHER:SetDefaultFuelThreshold(FuelThreshold)</a></p></td>
|
<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(AI_A2G_DISPATCHER).SetDefaultFuelThreshold">AI_A2G_DISPATCHER:SetDefaultFuelThreshold(FuelThreshold)</a></p></td>
|
||||||
<td class="summary w3-half w3-container" style="word-wrap: break-word">
|
<td class="summary w3-half w3-container" style="word-wrap: break-word">
|
||||||
<p>Set the default fuel treshold when defenders will RTB or Refuel in the air.</p>
|
<p>Set the default fuel threshold when defenders will RTB or Refuel in the air.</p>
|
||||||
</td>
|
</td>
|
||||||
</tr>
|
</tr>
|
||||||
<tr class="w3-border">
|
<tr class="w3-border">
|
||||||
@ -3197,7 +3197,7 @@ of the squadron are destroyed. This is to keep consistency of air operations and
|
|||||||
<tr class="w3-border">
|
<tr class="w3-border">
|
||||||
<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(AI_A2G_DISPATCHER).SetSquadronFuelThreshold">AI_A2G_DISPATCHER:SetSquadronFuelThreshold(SquadronName, FuelThreshold)</a></p></td>
|
<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(AI_A2G_DISPATCHER).SetSquadronFuelThreshold">AI_A2G_DISPATCHER:SetSquadronFuelThreshold(SquadronName, FuelThreshold)</a></p></td>
|
||||||
<td class="summary w3-half w3-container" style="word-wrap: break-word">
|
<td class="summary w3-half w3-container" style="word-wrap: break-word">
|
||||||
<p>Set the fuel treshold for the squadron when defenders will RTB or Refuel in the air.</p>
|
<p>Set the fuel threshold for the squadron when defenders will RTB or Refuel in the air.</p>
|
||||||
</td>
|
</td>
|
||||||
</tr>
|
</tr>
|
||||||
<tr class="w3-border">
|
<tr class="w3-border">
|
||||||
@ -4647,17 +4647,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
|
|||||||
|
|
||||||
<p> The Defender Default Settings over all Squadrons.</p>
|
<p> The Defender Default Settings over all Squadrons.</p>
|
||||||
|
|
||||||
</div>
|
|
||||||
|
|
||||||
</div>
|
|
||||||
<div>
|
|
||||||
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
|
||||||
|
|
||||||
#number
|
|
||||||
<a id="#(AI_A2G_DISPATCHER).DefenderPatrolIndex" ><strong>AI_A2G_DISPATCHER.DefenderPatrolIndex</strong></a>
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
@ -7546,10 +7535,10 @@ or
|
|||||||
<h2><a id="#(AI_A2G_DISPATCHER).SetDefaultFuelThreshold" ><strong>AI_A2G_DISPATCHER:SetDefaultFuelThreshold(FuelThreshold)</strong></a></h2>
|
<h2><a id="#(AI_A2G_DISPATCHER).SetDefaultFuelThreshold" ><strong>AI_A2G_DISPATCHER:SetDefaultFuelThreshold(FuelThreshold)</strong></a></h2>
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
<p>Set the default fuel treshold when defenders will RTB or Refuel in the air.</p>
|
<p>Set the default fuel threshold when defenders will RTB or Refuel in the air.</p>
|
||||||
|
|
||||||
|
|
||||||
<p>The fuel treshold is by default set to 15%, which means that an aircraft will stay in the air until 15% of its fuel is remaining.</p>
|
<p>The fuel threshold is by default set to 15%, which means that an aircraft will stay in the air until 15% of its fuel is remaining.</p>
|
||||||
|
|
||||||
<div id= "#Functions##SetDefaultFuelThreshold" class="w3-show w3-white">
|
<div id= "#Functions##SetDefaultFuelThreshold" class="w3-show w3-white">
|
||||||
<div class="w3-container w3-white" id="functiontype">
|
<div class="w3-container w3-white" id="functiontype">
|
||||||
@ -7567,7 +7556,7 @@ or
|
|||||||
</div>
|
</div>
|
||||||
<div class="w3-half">
|
<div class="w3-half">
|
||||||
|
|
||||||
<p>A decimal number between 0 and 1, that expresses the % of the treshold of fuel remaining in the tank when the plane will go RTB or Refuel.</p>
|
<p>A decimal number between 0 and 1, that expresses the % of the threshold of fuel remaining in the tank when the plane will go RTB or Refuel.</p>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
@ -7587,7 +7576,7 @@ or
|
|||||||
-- Now Setup the A2G dispatcher, and initialize it using the Detection object.
|
-- Now Setup the A2G dispatcher, and initialize it using the Detection object.
|
||||||
A2GDispatcher = AI_A2G_DISPATCHER:New( Detection )
|
A2GDispatcher = AI_A2G_DISPATCHER:New( Detection )
|
||||||
|
|
||||||
-- Now Setup the default fuel treshold.
|
-- Now Setup the default fuel threshold.
|
||||||
A2GDispatcher:SetDefaultFuelThreshold( 0.30 ) -- Go RTB when only 30% of fuel remaining in the tank.
|
A2GDispatcher:SetDefaultFuelThreshold( 0.30 ) -- Go RTB when only 30% of fuel remaining in the tank.
|
||||||
</code></pre>
|
</code></pre>
|
||||||
|
|
||||||
@ -8344,7 +8333,7 @@ multiplied by the Overhead and rounded up to the smallest integer. </p>
|
|||||||
-- Now Setup the A2G dispatcher, and initialize it using the Detection object.
|
-- Now Setup the A2G dispatcher, and initialize it using the Detection object.
|
||||||
A2GDispatcher = AI_A2G_DISPATCHER:New( Detection )
|
A2GDispatcher = AI_A2G_DISPATCHER:New( Detection )
|
||||||
|
|
||||||
-- Now Setup the default fuel treshold.
|
-- Now Setup the default fuel threshold.
|
||||||
A2GDispatcher:SetDefaultFuelThreshold( 0.30 ) -- Go RTB when only 30% of fuel remaining in the tank.
|
A2GDispatcher:SetDefaultFuelThreshold( 0.30 ) -- Go RTB when only 30% of fuel remaining in the tank.
|
||||||
|
|
||||||
-- Now Setup the default tanker.
|
-- Now Setup the default tanker.
|
||||||
@ -10582,10 +10571,10 @@ If you have only one prefix name for a squadron, you don't need to use the <code
|
|||||||
<h2><a id="#(AI_A2G_DISPATCHER).SetSquadronFuelThreshold" ><strong>AI_A2G_DISPATCHER:SetSquadronFuelThreshold(SquadronName, FuelThreshold)</strong></a></h2>
|
<h2><a id="#(AI_A2G_DISPATCHER).SetSquadronFuelThreshold" ><strong>AI_A2G_DISPATCHER:SetSquadronFuelThreshold(SquadronName, FuelThreshold)</strong></a></h2>
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
<p>Set the fuel treshold for the squadron when defenders will RTB or Refuel in the air.</p>
|
<p>Set the fuel threshold for the squadron when defenders will RTB or Refuel in the air.</p>
|
||||||
|
|
||||||
|
|
||||||
<p>The fuel treshold is by default set to 15%, which means that an aircraft will stay in the air until 15% of its fuel is remaining.</p>
|
<p>The fuel threshold is by default set to 15%, which means that an aircraft will stay in the air until 15% of its fuel is remaining.</p>
|
||||||
|
|
||||||
<div id= "#Functions##SetSquadronFuelThreshold" class="w3-show w3-white">
|
<div id= "#Functions##SetSquadronFuelThreshold" class="w3-show w3-white">
|
||||||
<div class="w3-container w3-white" id="functiontype">
|
<div class="w3-container w3-white" id="functiontype">
|
||||||
@ -10616,7 +10605,7 @@ If you have only one prefix name for a squadron, you don't need to use the <code
|
|||||||
</div>
|
</div>
|
||||||
<div class="w3-half">
|
<div class="w3-half">
|
||||||
|
|
||||||
<p>A decimal number between 0 and 1, that expresses the % of the treshold of fuel remaining in the tank when the plane will go RTB or Refuel.</p>
|
<p>A decimal number between 0 and 1, that expresses the % of the threshold of fuel remaining in the tank when the plane will go RTB or Refuel.</p>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
@ -10636,7 +10625,7 @@ If you have only one prefix name for a squadron, you don't need to use the <code
|
|||||||
-- Now Setup the A2G dispatcher, and initialize it using the Detection object.
|
-- Now Setup the A2G dispatcher, and initialize it using the Detection object.
|
||||||
A2GDispatcher = AI_A2G_DISPATCHER:New( Detection )
|
A2GDispatcher = AI_A2G_DISPATCHER:New( Detection )
|
||||||
|
|
||||||
-- Now Setup the default fuel treshold.
|
-- Now Setup the default fuel threshold.
|
||||||
A2GDispatcher:SetSquadronRefuelThreshold( "SquadronName", 0.30 ) -- Go RTB when only 30% of fuel remaining in the tank.
|
A2GDispatcher:SetSquadronRefuelThreshold( "SquadronName", 0.30 ) -- Go RTB when only 30% of fuel remaining in the tank.
|
||||||
</code></pre>
|
</code></pre>
|
||||||
|
|
||||||
@ -12460,7 +12449,7 @@ multiplied by the Overhead and rounded up to the smallest integer. </p>
|
|||||||
-- Now Setup the A2G dispatcher, and initialize it using the Detection object.
|
-- Now Setup the A2G dispatcher, and initialize it using the Detection object.
|
||||||
A2GDispatcher = AI_A2G_DISPATCHER:New( Detection )
|
A2GDispatcher = AI_A2G_DISPATCHER:New( Detection )
|
||||||
|
|
||||||
-- Now Setup the squadron fuel treshold.
|
-- Now Setup the squadron fuel threshold.
|
||||||
A2GDispatcher:SetSquadronRefuelThreshold( "SquadronName", 0.30 ) -- Go RTB when only 30% of fuel remaining in the tank.
|
A2GDispatcher:SetSquadronRefuelThreshold( "SquadronName", 0.30 ) -- Go RTB when only 30% of fuel remaining in the tank.
|
||||||
|
|
||||||
-- Now Setup the squadron tanker.
|
-- Now Setup the squadron tanker.
|
||||||
@ -13000,17 +12989,6 @@ multiplied by the Overhead and rounded up to the smallest integer. </p>
|
|||||||
|
|
||||||
<p> The Defender Default Settings over all Squadrons.</p>
|
<p> The Defender Default Settings over all Squadrons.</p>
|
||||||
|
|
||||||
</div>
|
|
||||||
|
|
||||||
</div>
|
|
||||||
<div>
|
|
||||||
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
|
||||||
|
|
||||||
#number
|
|
||||||
<a id="#(AI_A2G_DISPATCHER).DefenderPatrolIndex" ><strong>AI_A2G_DISPATCHER.DefenderPatrolIndex</strong></a>
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
@ -14328,17 +14306,6 @@ multiplied by the Overhead and rounded up to the smallest integer. </p>
|
|||||||
|
|
||||||
<p> The Defender Default Settings over all Squadrons.</p>
|
<p> The Defender Default Settings over all Squadrons.</p>
|
||||||
|
|
||||||
</div>
|
|
||||||
|
|
||||||
</div>
|
|
||||||
<div>
|
|
||||||
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
|
||||||
|
|
||||||
#number
|
|
||||||
<a id="#(AI_A2G_DISPATCHER).DefenderPatrolIndex" ><strong>AI_A2G_DISPATCHER.DefenderPatrolIndex</strong></a>
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
@ -15962,17 +15929,6 @@ multiplied by the Overhead and rounded up to the smallest integer. </p>
|
|||||||
|
|
||||||
<p> The Defender Default Settings over all Squadrons.</p>
|
<p> The Defender Default Settings over all Squadrons.</p>
|
||||||
|
|
||||||
</div>
|
|
||||||
|
|
||||||
</div>
|
|
||||||
<div>
|
|
||||||
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
|
||||||
|
|
||||||
#number
|
|
||||||
<a id="#(AI_A2G_DISPATCHER).DefenderPatrolIndex" ><strong>AI_A2G_DISPATCHER.DefenderPatrolIndex</strong></a>
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|||||||
@ -1550,8 +1550,8 @@ Upon arrival at the 3D point, a new random 3D point will be selected within the
|
|||||||
|
|
||||||
<p><img src="..\Presentations\AI_GCI\Dia10.JPG" alt="Process"/></p>
|
<p><img src="..\Presentations\AI_GCI\Dia10.JPG" alt="Process"/></p>
|
||||||
|
|
||||||
<p>Until a fuel or damage treshold has been reached by the AI, or when the AI is commanded to RTB.
|
<p>Until a fuel or damage threshold has been reached by the AI, or when the AI is commanded to RTB.
|
||||||
When the fuel treshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.</p>
|
When the fuel threshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.</p>
|
||||||
|
|
||||||
<p><img src="..\Presentations\AI_GCI\Dia13.JPG" alt="Process"/></p>
|
<p><img src="..\Presentations\AI_GCI\Dia13.JPG" alt="Process"/></p>
|
||||||
|
|
||||||
|
|||||||
@ -1506,11 +1506,11 @@ Controls a network of short range air/missile defense groups.</p>
|
|||||||
<li>Setup (CAS) Controlled Air Support squadrons, to attack closeby enemy ground units near friendly installations.</li>
|
<li>Setup (CAS) Controlled Air Support squadrons, to attack closeby enemy ground units near friendly installations.</li>
|
||||||
<li>Setup (BAI) Battleground Air Interdiction squadrons to attack remote enemy ground units and targets.</li>
|
<li>Setup (BAI) Battleground Air Interdiction squadrons to attack remote enemy ground units and targets.</li>
|
||||||
<li>Define and use a detection network controlled by recce.</li>
|
<li>Define and use a detection network controlled by recce.</li>
|
||||||
<li>Define AIR defense squadrons at airbases, farps and carriers.</li>
|
<li>Define AIR defense squadrons at airbases, FARPs and carriers.</li>
|
||||||
<li>Enable airbases for AIR defenses.</li>
|
<li>Enable airbases for AIR defenses.</li>
|
||||||
<li>Add different planes and helicopter templates to squadrons.</li>
|
<li>Add different planes and helicopter templates to squadrons.</li>
|
||||||
<li>Assign squadrons to execute a specific engagement type depending on threat level of the detected ground enemy unit composition.</li>
|
<li>Assign squadrons to execute a specific engagement type depending on threat level of the detected ground enemy unit composition.</li>
|
||||||
<li>Add multiple squadrons to different airbases, farps or carriers.</li>
|
<li>Add multiple squadrons to different airbases, FARPs or carriers.</li>
|
||||||
<li>Define different ranges to engage upon.</li>
|
<li>Define different ranges to engage upon.</li>
|
||||||
<li>Establish an automatic in air refuel process for planes using refuel tankers.</li>
|
<li>Establish an automatic in air refuel process for planes using refuel tankers.</li>
|
||||||
<li>Setup default settings for all squadrons and AIR defenses.</li>
|
<li>Setup default settings for all squadrons and AIR defenses.</li>
|
||||||
@ -1537,7 +1537,7 @@ Controls a network of short range air/missile defense groups.</p>
|
|||||||
|
|
||||||
<p>AI_AIR_DISPATCHER is the main AIR defense class that models the AIR defense system.</p>
|
<p>AI_AIR_DISPATCHER is the main AIR defense class that models the AIR defense system.</p>
|
||||||
|
|
||||||
<p>Before you start using the AI_AIR_DISPATCHER, ask youself the following questions.</p>
|
<p>Before you start using the AI_AIR_DISPATCHER, ask yourself the following questions.</p>
|
||||||
|
|
||||||
|
|
||||||
<h2>1. Which coalition am I modeling an AIR defense system for? blue or red?</h2>
|
<h2>1. Which coalition am I modeling an AIR defense system for? blue or red?</h2>
|
||||||
@ -1627,7 +1627,7 @@ Battleground Air Interdiction (BAI) tasks are launched when there are no friendl
|
|||||||
<p>Depending on the defense type, different payloads will be needed. See further points on squadron definition.</p>
|
<p>Depending on the defense type, different payloads will be needed. See further points on squadron definition.</p>
|
||||||
|
|
||||||
|
|
||||||
<h2>7. Where will the Squadrons be located? On Airbases? On Carrier Ships? On Farps?</h2>
|
<h2>7. Where will the Squadrons be located? On Airbases? On Carrier Ships? On FARPs?</h2>
|
||||||
|
|
||||||
<p>Squadrons are placed at the <strong>home base</strong> on an <strong>airfield</strong>, <strong>carrier</strong> or <strong>farp</strong>.
|
<p>Squadrons are placed at the <strong>home base</strong> on an <strong>airfield</strong>, <strong>carrier</strong> or <strong>farp</strong>.
|
||||||
Carefully plan where each Squadron will be located as part of the defense system required for mission effective defenses.
|
Carefully plan where each Squadron will be located as part of the defense system required for mission effective defenses.
|
||||||
@ -1874,7 +1874,7 @@ alerted of new enemy ground targets.</p>
|
|||||||
<strong>DetectionSetGroup</strong> is then calling <code>FilterStart()</code>, which is starting the dynamic filtering or inclusion of these groups.
|
<strong>DetectionSetGroup</strong> is then calling <code>FilterStart()</code>, which is starting the dynamic filtering or inclusion of these groups.
|
||||||
Note that any destroy or new spawn of a group having a name, starting with the above prefix, will be removed or added to the set.</p>
|
Note that any destroy or new spawn of a group having a name, starting with the above prefix, will be removed or added to the set.</p>
|
||||||
|
|
||||||
<p>Then a new detection object is created from the class <code>DETECTION_AREAS</code>. A grouping radius of 1000 meters (1km) is choosen.</p>
|
<p>Then a new detection object is created from the class <code>DETECTION_AREAS</code>. A grouping radius of 1000 meters (1km) is chosen.</p>
|
||||||
|
|
||||||
<p>The <code>Detection</code> object is then passed to the <a href="##(AI_AIR_DISPATCHER).New">AI_AIR_DISPATCHER.New</a>() method to indicate the reconnaissance network
|
<p>The <code>Detection</code> object is then passed to the <a href="##(AI_AIR_DISPATCHER).New">AI_AIR_DISPATCHER.New</a>() method to indicate the reconnaissance network
|
||||||
configuration and setup the AIR defense detection mechanism.</p>
|
configuration and setup the AIR defense detection mechanism.</p>
|
||||||
@ -2199,7 +2199,7 @@ the way how the aircraft are starting up. Cold starts take the longest duration,
|
|||||||
<li><a href="##(AI_AIR_DISPATCHER).SetSquadronLandingAtEngineShutdown">AI_AIR_DISPATCHER.SetSquadronLandingAtEngineShutdown</a>() will despawn the returning aircraft when the aircraft has returned to its parking spot and has turned off its engines.</li>
|
<li><a href="##(AI_AIR_DISPATCHER).SetSquadronLandingAtEngineShutdown">AI_AIR_DISPATCHER.SetSquadronLandingAtEngineShutdown</a>() will despawn the returning aircraft when the aircraft has returned to its parking spot and has turned off its engines.</li>
|
||||||
</ul>
|
</ul>
|
||||||
|
|
||||||
<p>You can use these methods to minimize the airbase coodination overhead and to increase the airbase efficiency.
|
<p>You can use these methods to minimize the airbase coordination overhead and to increase the airbase efficiency.
|
||||||
When there are lots of aircraft returning for landing, at the same airbase, the takeoff process will be halted, which can cause a complete failure of the
|
When there are lots of aircraft returning for landing, at the same airbase, the takeoff process will be halted, which can cause a complete failure of the
|
||||||
A2A defense system, as no new CAP or GCI planes can takeoff.
|
A2A defense system, as no new CAP or GCI planes can takeoff.
|
||||||
Note that the method <a href="##(AI_AIR_DISPATCHER).SetSquadronLandingNearAirbase">AI_AIR_DISPATCHER.SetSquadronLandingNearAirbase</a>() will only work for returning aircraft, not for damaged or out of fuel aircraft.
|
Note that the method <a href="##(AI_AIR_DISPATCHER).SetSquadronLandingNearAirbase">AI_AIR_DISPATCHER.SetSquadronLandingNearAirbase</a>() will only work for returning aircraft, not for damaged or out of fuel aircraft.
|
||||||
@ -2281,13 +2281,13 @@ This limit will avoid an extensive amount of aircraft to engage with the enemy i
|
|||||||
|
|
||||||
<p>Use the method <a href="##(AI_AIR_DISPATCHER).SetSquadronEngageLimit">AI_AIR_DISPATCHER.SetSquadronEngageLimit</a>() to limit the amount of aircraft that will engage with the enemy, per squadron.</p>
|
<p>Use the method <a href="##(AI_AIR_DISPATCHER).SetSquadronEngageLimit">AI_AIR_DISPATCHER.SetSquadronEngageLimit</a>() to limit the amount of aircraft that will engage with the enemy, per squadron.</p>
|
||||||
|
|
||||||
<h2>4. Set the <strong>fuel treshold</strong>.</h2>
|
<h2>4. Set the <strong>fuel threshold</strong>.</h2>
|
||||||
|
|
||||||
<p>When aircraft get <strong>out of fuel</strong> to a certain %-tage, which is by default <strong>15% (0.15)</strong>, there are two possible actions that can be taken:
|
<p>When aircraft get <strong>out of fuel</strong> to a certain %, which is by default <strong>15% (0.15)</strong>, there are two possible actions that can be taken:
|
||||||
- The aircraft will go RTB, and will be replaced with a new aircraft if possible.
|
- The aircraft will go RTB, and will be replaced with a new aircraft if possible.
|
||||||
- The aircraft will refuel at a tanker, if a tanker has been specified for the squadron.</p>
|
- The aircraft will refuel at a tanker, if a tanker has been specified for the squadron.</p>
|
||||||
|
|
||||||
<p>Use the method <a href="##(AI_AIR_DISPATCHER).SetSquadronFuelThreshold">AI_AIR_DISPATCHER.SetSquadronFuelThreshold</a>() to set the <strong>squadron fuel treshold</strong> of the aircraft for all squadrons.</p>
|
<p>Use the method <a href="##(AI_AIR_DISPATCHER).SetSquadronFuelThreshold">AI_AIR_DISPATCHER.SetSquadronFuelThreshold</a>() to set the <strong>squadron fuel threshold</strong> of the aircraft for all squadrons.</p>
|
||||||
|
|
||||||
<h2>6. Other configuration options</h2>
|
<h2>6. Other configuration options</h2>
|
||||||
|
|
||||||
@ -2347,17 +2347,17 @@ Unless there is a specific behaviour set for a specific squadron, the default co
|
|||||||
|
|
||||||
<p>Use the method <a href="##(AI_AIR_DISPATCHER).SetDefaultGrouping">AI_AIR_DISPATCHER.SetDefaultGrouping</a>() to set the <strong>default grouping</strong> of spawned airplanes for all squadrons.</p>
|
<p>Use the method <a href="##(AI_AIR_DISPATCHER).SetDefaultGrouping">AI_AIR_DISPATCHER.SetDefaultGrouping</a>() to set the <strong>default grouping</strong> of spawned airplanes for all squadrons.</p>
|
||||||
|
|
||||||
<h2>10.5. Default RTB fuel treshold.</h2>
|
<h2>10.5. Default RTB fuel threshold.</h2>
|
||||||
|
|
||||||
<p>When an airplane gets <strong>out of fuel</strong> to a certain %-tage, which is <strong>15% (0.15)</strong>, it will go RTB, and will be replaced with a new airplane when applicable.</p>
|
<p>When an airplane gets <strong>out of fuel</strong> to a certain %, which is <strong>15% (0.15)</strong>, it will go RTB, and will be replaced with a new airplane when applicable.</p>
|
||||||
|
|
||||||
<p>Use the method <a href="##(AI_AIR_DISPATCHER).SetDefaultFuelThreshold">AI_AIR_DISPATCHER.SetDefaultFuelThreshold</a>() to set the <strong>default fuel treshold</strong> of spawned airplanes for all squadrons.</p>
|
<p>Use the method <a href="##(AI_AIR_DISPATCHER).SetDefaultFuelThreshold">AI_AIR_DISPATCHER.SetDefaultFuelThreshold</a>() to set the <strong>default fuel threshold</strong> of spawned airplanes for all squadrons.</p>
|
||||||
|
|
||||||
<h2>10.6. Default RTB damage treshold.</h2>
|
<h2>10.6. Default RTB damage threshold.</h2>
|
||||||
|
|
||||||
<p>When an airplane is <strong>damaged</strong> to a certain %-tage, which is <strong>40% (0.40)</strong>, it will go RTB, and will be replaced with a new airplane when applicable.</p>
|
<p>When an airplane is <strong>damaged</strong> to a certain %, which is <strong>40% (0.40)</strong>, it will go RTB, and will be replaced with a new airplane when applicable.</p>
|
||||||
|
|
||||||
<p>Use the method <a href="##(AI_AIR_DISPATCHER).SetDefaultDamageThreshold">AI_AIR_DISPATCHER.SetDefaultDamageThreshold</a>() to set the <strong>default damage treshold</strong> of spawned airplanes for all squadrons.</p>
|
<p>Use the method <a href="##(AI_AIR_DISPATCHER).SetDefaultDamageThreshold">AI_AIR_DISPATCHER.SetDefaultDamageThreshold</a>() to set the <strong>default damage threshold</strong> of spawned airplanes for all squadrons.</p>
|
||||||
|
|
||||||
<h2>10.7. Default settings for <strong>patrol</strong>.</h2>
|
<h2>10.7. Default settings for <strong>patrol</strong>.</h2>
|
||||||
|
|
||||||
@ -2390,7 +2390,7 @@ This greatly increases the efficiency of your CAP operations.</p>
|
|||||||
|
|
||||||
<p>In the mission editor, setup a group with task Refuelling. A tanker unit of the correct coalition will be automatically selected.
|
<p>In the mission editor, setup a group with task Refuelling. A tanker unit of the correct coalition will be automatically selected.
|
||||||
Then, use the method <a href="##(AI_AIR_DISPATCHER).SetDefaultTanker">AI_AIR_DISPATCHER.SetDefaultTanker</a>() to set the tanker for the dispatcher.
|
Then, use the method <a href="##(AI_AIR_DISPATCHER).SetDefaultTanker">AI_AIR_DISPATCHER.SetDefaultTanker</a>() to set the tanker for the dispatcher.
|
||||||
Use the method <a href="##(AI_AIR_DISPATCHER).SetDefaultFuelThreshold">AI_AIR_DISPATCHER.SetDefaultFuelThreshold</a>() to set the %-tage left in the defender airplane tanks when a refuel action is needed.</p>
|
Use the method <a href="##(AI_AIR_DISPATCHER).SetDefaultFuelThreshold">AI_AIR_DISPATCHER.SetDefaultFuelThreshold</a>() to set the % left in the defender airplane tanks when a refuel action is needed.</p>
|
||||||
|
|
||||||
<p>When the tanker specified is alive and in the air, the tanker will be used for refuelling.</p>
|
<p>When the tanker specified is alive and in the air, the tanker will be used for refuelling.</p>
|
||||||
|
|
||||||
@ -2404,7 +2404,7 @@ Use the method <a href="##(AI_AIR_DISPATCHER).SetDefaultFuelThreshold">AI_AIR_DI
|
|||||||
A2ADispatcher:SetSquadronCapInterval("Sochi", 2, 30, 600, 1 )
|
A2ADispatcher:SetSquadronCapInterval("Sochi", 2, 30, 600, 1 )
|
||||||
A2ADispatcher:SetSquadronGci( "Sochi", 900, 1200 )
|
A2ADispatcher:SetSquadronGci( "Sochi", 900, 1200 )
|
||||||
|
|
||||||
-- Set the default tanker for refuelling to "Tanker", when the default fuel treshold has reached 90% fuel left.
|
-- Set the default tanker for refuelling to "Tanker", when the default fuel threshold has reached 90% fuel left.
|
||||||
A2ADispatcher:SetDefaultFuelThreshold( 0.9 )
|
A2ADispatcher:SetDefaultFuelThreshold( 0.9 )
|
||||||
A2ADispatcher:SetDefaultTanker( "Tanker" )
|
A2ADispatcher:SetDefaultTanker( "Tanker" )
|
||||||
</code></pre>
|
</code></pre>
|
||||||
@ -2450,9 +2450,6 @@ However, the squadron will still stay alive. Any airplane that is airborne will
|
|||||||
of the squadron will be destroyed. This to keep consistency of air operations not to confuse the players.</p>
|
of the squadron will be destroyed. This to keep consistency of air operations not to confuse the players.</p>
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
@ -2852,7 +2849,7 @@ of the squadron will be destroyed. This to keep consistency of air operations no
|
|||||||
<tr class="w3-border">
|
<tr class="w3-border">
|
||||||
<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(AI_AIR_DISPATCHER).SetDefaultDamageThreshold">AI_AIR_DISPATCHER:SetDefaultDamageThreshold(DamageThreshold)</a></p></td>
|
<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(AI_AIR_DISPATCHER).SetDefaultDamageThreshold">AI_AIR_DISPATCHER:SetDefaultDamageThreshold(DamageThreshold)</a></p></td>
|
||||||
<td class="summary w3-half w3-container" style="word-wrap: break-word">
|
<td class="summary w3-half w3-container" style="word-wrap: break-word">
|
||||||
<p>Set the default damage treshold when defenders will RTB.</p>
|
<p>Set the default damage threshold when defenders will RTB.</p>
|
||||||
</td>
|
</td>
|
||||||
</tr>
|
</tr>
|
||||||
<tr class="w3-border">
|
<tr class="w3-border">
|
||||||
@ -2864,7 +2861,7 @@ of the squadron will be destroyed. This to keep consistency of air operations no
|
|||||||
<tr class="w3-border">
|
<tr class="w3-border">
|
||||||
<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(AI_AIR_DISPATCHER).SetDefaultFuelThreshold">AI_AIR_DISPATCHER:SetDefaultFuelThreshold(FuelThreshold)</a></p></td>
|
<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(AI_AIR_DISPATCHER).SetDefaultFuelThreshold">AI_AIR_DISPATCHER:SetDefaultFuelThreshold(FuelThreshold)</a></p></td>
|
||||||
<td class="summary w3-half w3-container" style="word-wrap: break-word">
|
<td class="summary w3-half w3-container" style="word-wrap: break-word">
|
||||||
<p>Set the default fuel treshold when defenders will RTB or Refuel in the air.</p>
|
<p>Set the default fuel threshold when defenders will RTB or Refuel in the air.</p>
|
||||||
</td>
|
</td>
|
||||||
</tr>
|
</tr>
|
||||||
<tr class="w3-border">
|
<tr class="w3-border">
|
||||||
@ -3044,7 +3041,7 @@ of the squadron will be destroyed. This to keep consistency of air operations no
|
|||||||
<tr class="w3-border">
|
<tr class="w3-border">
|
||||||
<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(AI_AIR_DISPATCHER).SetSquadronFuelThreshold">AI_AIR_DISPATCHER:SetSquadronFuelThreshold(SquadronName, FuelThreshold)</a></p></td>
|
<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(AI_AIR_DISPATCHER).SetSquadronFuelThreshold">AI_AIR_DISPATCHER:SetSquadronFuelThreshold(SquadronName, FuelThreshold)</a></p></td>
|
||||||
<td class="summary w3-half w3-container" style="word-wrap: break-word">
|
<td class="summary w3-half w3-container" style="word-wrap: break-word">
|
||||||
<p>Set the fuel treshold for the squadron when defenders will RTB or Refuel in the air.</p>
|
<p>Set the fuel threshold for the squadron when defenders will RTB or Refuel in the air.</p>
|
||||||
</td>
|
</td>
|
||||||
</tr>
|
</tr>
|
||||||
<tr class="w3-border">
|
<tr class="w3-border">
|
||||||
@ -5469,7 +5466,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
|
|||||||
</div>
|
</div>
|
||||||
<div class="w3-half">
|
<div class="w3-half">
|
||||||
|
|
||||||
<p>The %-tage of Units that dispatching command will allocate to intercept in surplus of detected amount of units.
|
<p>The % of Units that dispatching command will allocate to intercept in surplus of detected amount of units.
|
||||||
The default overhead is 1, so equal balance. The <a href="##(AI_AIR_DISPATCHER).SetOverhead">AI_AIR_DISPATCHER.SetOverhead</a>() method can be used to tweak the defense strength,
|
The default overhead is 1, so equal balance. The <a href="##(AI_AIR_DISPATCHER).SetOverhead">AI_AIR_DISPATCHER.SetOverhead</a>() method can be used to tweak the defense strength,
|
||||||
taking into account the plane types of the squadron. For example, a MIG-31 with full long-distance AIR missiles payload, may still be less effective than a F-15C with short missiles...
|
taking into account the plane types of the squadron. For example, a MIG-31 with full long-distance AIR missiles payload, may still be less effective than a F-15C with short missiles...
|
||||||
So in this case, one may want to use the Overhead method to allocate more defending planes as the amount of detected attacking planes.
|
So in this case, one may want to use the Overhead method to allocate more defending planes as the amount of detected attacking planes.
|
||||||
@ -5664,9 +5661,9 @@ multiplied by the Overhead and rounded up to the smallest integer. </p>
|
|||||||
<p>AI_AIR_DISPATCHER constructor.</p>
|
<p>AI_AIR_DISPATCHER constructor.</p>
|
||||||
|
|
||||||
|
|
||||||
<p>This is defining the AIR DISPATCHER for one coaliton.
|
<p>This is defining the AIR DISPATCHER for one coalition.
|
||||||
The Dispatcher works with a <a href="Functional.Detection.html##(DETECTION_BASE)">Functional.Detection#DETECTION_BASE</a> object that is taking of the detection of targets using the EWR units.
|
The Dispatcher works with a <a href="Functional.Detection.html##(DETECTION_BASE)">Functional.Detection#DETECTION_BASE</a> object that is taking of the detection of targets using the EWR units.
|
||||||
The Detection object is polymorphic, depending on the type of detection object choosen, the detection will work differently.</p>
|
The Detection object is polymorphic, depending on the type of detection object chosen, the detection will work differently.</p>
|
||||||
|
|
||||||
<div id= "#Functions##New" class="w3-show w3-white">
|
<div id= "#Functions##New" class="w3-show w3-white">
|
||||||
<div class="w3-container w3-white" id="functiontype">
|
<div class="w3-container w3-white" id="functiontype">
|
||||||
@ -5712,7 +5709,7 @@ The Detection object is polymorphic, depending on the type of detection object c
|
|||||||
Detection = DETECTION_AREAS:New( DetectionSetGroup, 30000 )
|
Detection = DETECTION_AREAS:New( DetectionSetGroup, 30000 )
|
||||||
|
|
||||||
-- Now Setup the AIR dispatcher, and initialize it using the Detection object.
|
-- Now Setup the AIR dispatcher, and initialize it using the Detection object.
|
||||||
AIRDispatcher = AI_AIR_DISPATCHER:New( Detection ) --
|
AIRDispatcher = AI_AIR_DISPATCHER:New( Detection )
|
||||||
</code></pre>
|
</code></pre>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
@ -6581,10 +6578,10 @@ or
|
|||||||
<h2><a id="#(AI_AIR_DISPATCHER).SetDefaultDamageThreshold" ><strong>AI_AIR_DISPATCHER:SetDefaultDamageThreshold(DamageThreshold)</strong></a></h2>
|
<h2><a id="#(AI_AIR_DISPATCHER).SetDefaultDamageThreshold" ><strong>AI_AIR_DISPATCHER:SetDefaultDamageThreshold(DamageThreshold)</strong></a></h2>
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
<p>Set the default damage treshold when defenders will RTB.</p>
|
<p>Set the default damage threshold when defenders will RTB.</p>
|
||||||
|
|
||||||
|
|
||||||
<p>The default damage treshold is by default set to 40%, which means that when the airplane is 40% damaged, it will go RTB.</p>
|
<p>The default damage threshold is by default set to 40%, which means that when the airplane is 40% damaged, it will go RTB.</p>
|
||||||
|
|
||||||
<div id= "#Functions##SetDefaultDamageThreshold" class="w3-show w3-white">
|
<div id= "#Functions##SetDefaultDamageThreshold" class="w3-show w3-white">
|
||||||
<div class="w3-container w3-white" id="functiontype">
|
<div class="w3-container w3-white" id="functiontype">
|
||||||
@ -6602,7 +6599,7 @@ or
|
|||||||
</div>
|
</div>
|
||||||
<div class="w3-half">
|
<div class="w3-half">
|
||||||
|
|
||||||
<p>A decimal number between 0 and 1, that expresses the %-tage of the damage treshold before going RTB.</p>
|
<p>A decimal number between 0 and 1, that expresses the % of the damage threshold before going RTB.</p>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
@ -6622,7 +6619,7 @@ or
|
|||||||
-- Now Setup the AIR dispatcher, and initialize it using the Detection object.
|
-- Now Setup the AIR dispatcher, and initialize it using the Detection object.
|
||||||
AIRDispatcher = AI_AIR_DISPATCHER:New( Detection )
|
AIRDispatcher = AI_AIR_DISPATCHER:New( Detection )
|
||||||
|
|
||||||
-- Now Setup the default damage treshold.
|
-- Now Setup the default damage threshold.
|
||||||
AIRDispatcher:SetDefaultDamageThreshold( 0.90 ) -- Go RTB when the airplane 90% damaged.
|
AIRDispatcher:SetDefaultDamageThreshold( 0.90 ) -- Go RTB when the airplane 90% damaged.
|
||||||
</code></pre>
|
</code></pre>
|
||||||
|
|
||||||
@ -6693,10 +6690,10 @@ or
|
|||||||
<h2><a id="#(AI_AIR_DISPATCHER).SetDefaultFuelThreshold" ><strong>AI_AIR_DISPATCHER:SetDefaultFuelThreshold(FuelThreshold)</strong></a></h2>
|
<h2><a id="#(AI_AIR_DISPATCHER).SetDefaultFuelThreshold" ><strong>AI_AIR_DISPATCHER:SetDefaultFuelThreshold(FuelThreshold)</strong></a></h2>
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
<p>Set the default fuel treshold when defenders will RTB or Refuel in the air.</p>
|
<p>Set the default fuel threshold when defenders will RTB or Refuel in the air.</p>
|
||||||
|
|
||||||
|
|
||||||
<p>The fuel treshold is by default set to 15%, which means that an airplane will stay in the air until 15% of its fuel has been consumed.</p>
|
<p>The fuel threshold is by default set to 15%, which means that an airplane will stay in the air until 15% of its fuel has been consumed.</p>
|
||||||
|
|
||||||
<div id= "#Functions##SetDefaultFuelThreshold" class="w3-show w3-white">
|
<div id= "#Functions##SetDefaultFuelThreshold" class="w3-show w3-white">
|
||||||
<div class="w3-container w3-white" id="functiontype">
|
<div class="w3-container w3-white" id="functiontype">
|
||||||
@ -6714,7 +6711,7 @@ or
|
|||||||
</div>
|
</div>
|
||||||
<div class="w3-half">
|
<div class="w3-half">
|
||||||
|
|
||||||
<p>A decimal number between 0 and 1, that expresses the %-tage of the treshold of fuel remaining in the tank when the plane will go RTB or Refuel.</p>
|
<p>A decimal number between 0 and 1, that expresses the % of the threshold of fuel remaining in the tank when the plane will go RTB or Refuel.</p>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
@ -6734,7 +6731,7 @@ or
|
|||||||
-- Now Setup the AIR dispatcher, and initialize it using the Detection object.
|
-- Now Setup the AIR dispatcher, and initialize it using the Detection object.
|
||||||
AIRDispatcher = AI_AIR_DISPATCHER:New( Detection )
|
AIRDispatcher = AI_AIR_DISPATCHER:New( Detection )
|
||||||
|
|
||||||
-- Now Setup the default fuel treshold.
|
-- Now Setup the default fuel threshold.
|
||||||
AIRDispatcher:SetDefaultFuelThreshold( 0.30 ) -- Go RTB when only 30% of fuel remaining in the tank.
|
AIRDispatcher:SetDefaultFuelThreshold( 0.30 ) -- Go RTB when only 30% of fuel remaining in the tank.
|
||||||
</code></pre>
|
</code></pre>
|
||||||
|
|
||||||
@ -7000,7 +6997,7 @@ or
|
|||||||
</div>
|
</div>
|
||||||
<div class="w3-half">
|
<div class="w3-half">
|
||||||
|
|
||||||
<p>The %-tage of Units that dispatching command will allocate to intercept in surplus of detected amount of units.
|
<p>The % of Units that dispatching command will allocate to intercept in surplus of detected amount of units.
|
||||||
The default overhead is 1, so equal balance. The <a href="##(AI_AIR_DISPATCHER).SetOverhead">AI_AIR_DISPATCHER.SetOverhead</a>() method can be used to tweak the defense strength,
|
The default overhead is 1, so equal balance. The <a href="##(AI_AIR_DISPATCHER).SetOverhead">AI_AIR_DISPATCHER.SetOverhead</a>() method can be used to tweak the defense strength,
|
||||||
taking into account the plane types of the squadron. For example, a MIG-31 with full long-distance AIR missiles payload, may still be less effective than a F-15C with short missiles...
|
taking into account the plane types of the squadron. For example, a MIG-31 with full long-distance AIR missiles payload, may still be less effective than a F-15C with short missiles...
|
||||||
So in this case, one may want to use the Overhead method to allocate more defending planes as the amount of detected attacking planes.
|
So in this case, one may want to use the Overhead method to allocate more defending planes as the amount of detected attacking planes.
|
||||||
@ -7491,7 +7488,7 @@ multiplied by the Overhead and rounded up to the smallest integer. </p>
|
|||||||
-- Now Setup the AIR dispatcher, and initialize it using the Detection object.
|
-- Now Setup the AIR dispatcher, and initialize it using the Detection object.
|
||||||
AIRDispatcher = AI_AIR_DISPATCHER:New( Detection )
|
AIRDispatcher = AI_AIR_DISPATCHER:New( Detection )
|
||||||
|
|
||||||
-- Now Setup the default fuel treshold.
|
-- Now Setup the default fuel threshold.
|
||||||
AIRDispatcher:SetDefaultFuelThreshold( 0.30 ) -- Go RTB when only 30% of fuel remaining in the tank.
|
AIRDispatcher:SetDefaultFuelThreshold( 0.30 ) -- Go RTB when only 30% of fuel remaining in the tank.
|
||||||
|
|
||||||
-- Now Setup the default tanker.
|
-- Now Setup the default tanker.
|
||||||
@ -8322,10 +8319,10 @@ If you have only one prefix name for a squadron, you don't need to use the <code
|
|||||||
<h2><a id="#(AI_AIR_DISPATCHER).SetSquadronFuelThreshold" ><strong>AI_AIR_DISPATCHER:SetSquadronFuelThreshold(SquadronName, FuelThreshold)</strong></a></h2>
|
<h2><a id="#(AI_AIR_DISPATCHER).SetSquadronFuelThreshold" ><strong>AI_AIR_DISPATCHER:SetSquadronFuelThreshold(SquadronName, FuelThreshold)</strong></a></h2>
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
<p>Set the fuel treshold for the squadron when defenders will RTB or Refuel in the air.</p>
|
<p>Set the fuel threshold for the squadron when defenders will RTB or Refuel in the air.</p>
|
||||||
|
|
||||||
|
|
||||||
<p>The fuel treshold is by default set to 15%, which means that an airplane will stay in the air until 15% of its fuel has been consumed.</p>
|
<p>The fuel threshold is by default set to 15%, which means that an airplane will stay in the air until 15% of its fuel has been consumed.</p>
|
||||||
|
|
||||||
<div id= "#Functions##SetSquadronFuelThreshold" class="w3-show w3-white">
|
<div id= "#Functions##SetSquadronFuelThreshold" class="w3-show w3-white">
|
||||||
<div class="w3-container w3-white" id="functiontype">
|
<div class="w3-container w3-white" id="functiontype">
|
||||||
@ -8356,7 +8353,7 @@ If you have only one prefix name for a squadron, you don't need to use the <code
|
|||||||
</div>
|
</div>
|
||||||
<div class="w3-half">
|
<div class="w3-half">
|
||||||
|
|
||||||
<p>A decimal number between 0 and 1, that expresses the %-tage of the treshold of fuel remaining in the tank when the plane will go RTB or Refuel.</p>
|
<p>A decimal number between 0 and 1, that expresses the % of the threshold of fuel remaining in the tank when the plane will go RTB or Refuel.</p>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
@ -8376,7 +8373,7 @@ If you have only one prefix name for a squadron, you don't need to use the <code
|
|||||||
-- Now Setup the AIR dispatcher, and initialize it using the Detection object.
|
-- Now Setup the AIR dispatcher, and initialize it using the Detection object.
|
||||||
AIRDispatcher = AI_AIR_DISPATCHER:New( Detection )
|
AIRDispatcher = AI_AIR_DISPATCHER:New( Detection )
|
||||||
|
|
||||||
-- Now Setup the default fuel treshold.
|
-- Now Setup the default fuel threshold.
|
||||||
AIRDispatcher:SetSquadronRefuelThreshold( "SquadronName", 0.30 ) -- Go RTB when only 30% of fuel remaining in the tank.
|
AIRDispatcher:SetSquadronRefuelThreshold( "SquadronName", 0.30 ) -- Go RTB when only 30% of fuel remaining in the tank.
|
||||||
</code></pre>
|
</code></pre>
|
||||||
|
|
||||||
@ -8723,7 +8720,7 @@ If you have only one prefix name for a squadron, you don't need to use the <code
|
|||||||
</div>
|
</div>
|
||||||
<div class="w3-half">
|
<div class="w3-half">
|
||||||
|
|
||||||
<p>The %-tage of Units that dispatching command will allocate to intercept in surplus of detected amount of units.
|
<p>The % of Units that dispatching command will allocate to intercept in surplus of detected amount of units.
|
||||||
The default overhead is 1, so equal balance. The <a href="##(AI_AIR_DISPATCHER).SetOverhead">AI_AIR_DISPATCHER.SetOverhead</a>() method can be used to tweak the defense strength,
|
The default overhead is 1, so equal balance. The <a href="##(AI_AIR_DISPATCHER).SetOverhead">AI_AIR_DISPATCHER.SetOverhead</a>() method can be used to tweak the defense strength,
|
||||||
taking into account the plane types of the squadron. For example, a MIG-31 with full long-distance AIR missiles payload, may still be less effective than a F-15C with short missiles...
|
taking into account the plane types of the squadron. For example, a MIG-31 with full long-distance AIR missiles payload, may still be less effective than a F-15C with short missiles...
|
||||||
So in this case, one may want to use the Overhead method to allocate more defending planes as the amount of detected attacking planes.
|
So in this case, one may want to use the Overhead method to allocate more defending planes as the amount of detected attacking planes.
|
||||||
@ -9458,7 +9455,7 @@ multiplied by the Overhead and rounded up to the smallest integer. </p>
|
|||||||
-- Now Setup the AIR dispatcher, and initialize it using the Detection object.
|
-- Now Setup the AIR dispatcher, and initialize it using the Detection object.
|
||||||
AIRDispatcher = AI_AIR_DISPATCHER:New( Detection )
|
AIRDispatcher = AI_AIR_DISPATCHER:New( Detection )
|
||||||
|
|
||||||
-- Now Setup the squadron fuel treshold.
|
-- Now Setup the squadron fuel threshold.
|
||||||
AIRDispatcher:SetSquadronRefuelThreshold( "SquadronName", 0.30 ) -- Go RTB when only 30% of fuel remaining in the tank.
|
AIRDispatcher:SetSquadronRefuelThreshold( "SquadronName", 0.30 ) -- Go RTB when only 30% of fuel remaining in the tank.
|
||||||
|
|
||||||
-- Now Setup the squadron tanker.
|
-- Now Setup the squadron tanker.
|
||||||
|
|||||||
@ -1827,7 +1827,7 @@ and the resulting state will be the <strong>To</strong> state.</p>
|
|||||||
<tr class="w3-border">
|
<tr class="w3-border">
|
||||||
<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(AI_AIR).SetDamageThreshold">AI_AIR:SetDamageThreshold(PatrolDamageThreshold)</a></p></td>
|
<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(AI_AIR).SetDamageThreshold">AI_AIR:SetDamageThreshold(PatrolDamageThreshold)</a></p></td>
|
||||||
<td class="summary w3-half w3-container" style="word-wrap: break-word">
|
<td class="summary w3-half w3-container" style="word-wrap: break-word">
|
||||||
<p>When the AI is damaged beyond a certain treshold, it is required that the AI returns to the home base.</p>
|
<p>When the AI is damaged beyond a certain threshold, it is required that the AI returns to the home base.</p>
|
||||||
</td>
|
</td>
|
||||||
</tr>
|
</tr>
|
||||||
<tr class="w3-border">
|
<tr class="w3-border">
|
||||||
@ -2934,17 +2934,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
|
|||||||
|
|
||||||
|
|
||||||
|
|
||||||
</div>
|
|
||||||
|
|
||||||
</div>
|
|
||||||
<div>
|
|
||||||
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
|
||||||
|
|
||||||
#number
|
|
||||||
<a id="#(AI_AIR).IdleCount" ><strong>AI_AIR.IdleCount</strong></a>
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
@ -4509,14 +4498,14 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
|
|||||||
<h2><a id="#(AI_AIR).SetDamageThreshold" ><strong>AI_AIR:SetDamageThreshold(PatrolDamageThreshold)</strong></a></h2>
|
<h2><a id="#(AI_AIR).SetDamageThreshold" ><strong>AI_AIR:SetDamageThreshold(PatrolDamageThreshold)</strong></a></h2>
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
<p>When the AI is damaged beyond a certain treshold, it is required that the AI returns to the home base.</p>
|
<p>When the AI is damaged beyond a certain threshold, it is required that the AI returns to the home base.</p>
|
||||||
|
|
||||||
|
|
||||||
<p>However, damage cannot be foreseen early on.
|
<p>However, damage cannot be foreseen early on.
|
||||||
Therefore, when the damage treshold is reached,
|
Therefore, when the damage threshold is reached,
|
||||||
the AI will return immediately to the home base (RTB).
|
the AI will return immediately to the home base (RTB).
|
||||||
Note that for groups, the average damage of the complete group will be calculated.
|
Note that for groups, the average damage of the complete group will be calculated.
|
||||||
So, in a group of 4 airplanes, 2 lost and 2 with damage 0.2, the damage treshold will be 0.25.</p>
|
So, in a group of 4 airplanes, 2 lost and 2 with damage 0.2, the damage threshold will be 0.25.</p>
|
||||||
|
|
||||||
<div id= "#Functions##SetDamageThreshold" class="w3-show w3-white">
|
<div id= "#Functions##SetDamageThreshold" class="w3-show w3-white">
|
||||||
<div class="w3-container w3-white" id="functiontype">
|
<div class="w3-container w3-white" id="functiontype">
|
||||||
@ -4534,7 +4523,7 @@ So, in a group of 4 airplanes, 2 lost and 2 with damage 0.2, the damage treshold
|
|||||||
</div>
|
</div>
|
||||||
<div class="w3-half">
|
<div class="w3-half">
|
||||||
|
|
||||||
<p>The treshold in percentage (between 0 and 1) when the AI is considered to be damaged.</p>
|
<p>The threshold in percentage (between 0 and 1) when the AI is considered to be damaged.</p>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
@ -4637,8 +4626,8 @@ So, in a group of 4 airplanes, 2 lost and 2 with damage 0.2, the damage treshold
|
|||||||
<p>When the AI is out of fuel, it is required that a new AI is started, before the old AI can return to the home base.</p>
|
<p>When the AI is out of fuel, it is required that a new AI is started, before the old AI can return to the home base.</p>
|
||||||
|
|
||||||
|
|
||||||
<p>Therefore, with a parameter and a calculation of the distance to the home base, the fuel treshold is calculated.
|
<p>Therefore, with a parameter and a calculation of the distance to the home base, the fuel threshold is calculated.
|
||||||
When the fuel treshold is reached, the AI will continue for a given time its patrol task in orbit, while a new AIControllable is targetted to the AI_AIR.
|
When the fuel threshold is reached, the AI will continue for a given time its patrol task in orbit, while a new AIControllable is targetted to the AI_AIR.
|
||||||
Once the time is finished, the old AI will return to the base.</p>
|
Once the time is finished, the old AI will return to the base.</p>
|
||||||
|
|
||||||
<div id= "#Functions##SetFuelThreshold" class="w3-show w3-white">
|
<div id= "#Functions##SetFuelThreshold" class="w3-show w3-white">
|
||||||
@ -4657,7 +4646,7 @@ Once the time is finished, the old AI will return to the base.</p>
|
|||||||
</div>
|
</div>
|
||||||
<div class="w3-half">
|
<div class="w3-half">
|
||||||
|
|
||||||
<p>The treshold in percentage (between 0 and 1) when the AIControllable is considered to get out of fuel.</p>
|
<p>The threshold in percentage (between 0 and 1) when the AIControllable is considered to get out of fuel.</p>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
@ -5689,17 +5678,6 @@ Once the time is finished, the old AI will return to the base.</p>
|
|||||||
|
|
||||||
|
|
||||||
|
|
||||||
</div>
|
|
||||||
|
|
||||||
</div>
|
|
||||||
<div>
|
|
||||||
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
|
||||||
|
|
||||||
#number
|
|
||||||
<a id="#(AI_AIR).IdleCount" ><strong>AI_AIR.IdleCount</strong></a>
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
@ -6425,17 +6403,6 @@ Once the time is finished, the old AI will return to the base.</p>
|
|||||||
|
|
||||||
|
|
||||||
|
|
||||||
</div>
|
|
||||||
|
|
||||||
</div>
|
|
||||||
<div>
|
|
||||||
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
|
||||||
|
|
||||||
#number
|
|
||||||
<a id="#(AI_AIR).IdleCount" ><strong>AI_AIR.IdleCount</strong></a>
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
@ -8053,17 +8020,6 @@ Once the time is finished, the old AI will return to the base.</p>
|
|||||||
|
|
||||||
|
|
||||||
|
|
||||||
</div>
|
|
||||||
|
|
||||||
</div>
|
|
||||||
<div>
|
|
||||||
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
|
||||||
|
|
||||||
#number
|
|
||||||
<a id="#(AI_AIR).IdleCount" ><strong>AI_AIR.IdleCount</strong></a>
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|||||||
@ -1550,8 +1550,8 @@ Upon arrival at the 3D point, a new random 3D point will be selected within the
|
|||||||
|
|
||||||
<p><img src="..\Presentations\AI_GCI\Dia10.JPG" alt="Process"/></p>
|
<p><img src="..\Presentations\AI_GCI\Dia10.JPG" alt="Process"/></p>
|
||||||
|
|
||||||
<p>Until a fuel or damage treshold has been reached by the AI, or when the AI is commanded to RTB.
|
<p>Until a fuel or damage threshold has been reached by the AI, or when the AI is commanded to RTB.
|
||||||
When the fuel treshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.</p>
|
When the fuel threshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.</p>
|
||||||
|
|
||||||
<p><img src="..\Presentations\AI_GCI\Dia13.JPG" alt="Process"/></p>
|
<p><img src="..\Presentations\AI_GCI\Dia13.JPG" alt="Process"/></p>
|
||||||
|
|
||||||
|
|||||||
@ -1549,8 +1549,8 @@ Upon arrival at the 3D point, a new random 3D point will be selected within the
|
|||||||
|
|
||||||
<p><img src="..\Presentations\AI_CAP\Dia10.JPG" alt="Process"/></p>
|
<p><img src="..\Presentations\AI_CAP\Dia10.JPG" alt="Process"/></p>
|
||||||
|
|
||||||
<p>Until a fuel or damage treshold has been reached by the AI, or when the AI is commanded to RTB.
|
<p>Until a fuel or damage threshold has been reached by the AI, or when the AI is commanded to RTB.
|
||||||
When the fuel treshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.</p>
|
When the fuel threshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.</p>
|
||||||
|
|
||||||
<p><img src="..\Presentations\AI_CAP\Dia13.JPG" alt="Process"/></p>
|
<p><img src="..\Presentations\AI_CAP\Dia13.JPG" alt="Process"/></p>
|
||||||
|
|
||||||
@ -1585,7 +1585,7 @@ When the fuel treshold has been reached, the airplane will fly towards the neare
|
|||||||
<li>**<a href="AI.AI_Patrol.html##(AI_PATROL_ZONE).Detected">AI.AI_Patrol#AI_PATROL_ZONE.Detected</a>**: The AI has detected new targets.</li>
|
<li>**<a href="AI.AI_Patrol.html##(AI_PATROL_ZONE).Detected">AI.AI_Patrol#AI_PATROL_ZONE.Detected</a>**: The AI has detected new targets.</li>
|
||||||
<li>**<a href="##(AI_AIR_PATROL).Destroy">AI_AIR_PATROL.Destroy</a>**: The AI has destroyed a bogey <a href="Wrapper.Unit.html">Wrapper.Unit</a>.</li>
|
<li>**<a href="##(AI_AIR_PATROL).Destroy">AI_AIR_PATROL.Destroy</a>**: The AI has destroyed a bogey <a href="Wrapper.Unit.html">Wrapper.Unit</a>.</li>
|
||||||
<li>**<a href="##(AI_AIR_PATROL).Destroyed">AI_AIR_PATROL.Destroyed</a>**: The AI has destroyed all bogeys <a href="Wrapper.Unit.html">Wrapper.Unit</a>s assigned in the CAS task.</li>
|
<li>**<a href="##(AI_AIR_PATROL).Destroyed">AI_AIR_PATROL.Destroyed</a>**: The AI has destroyed all bogeys <a href="Wrapper.Unit.html">Wrapper.Unit</a>s assigned in the CAS task.</li>
|
||||||
<li><strong>Status</strong> ( Group ): The AI is checking status (fuel and damage). When the tresholds have been reached, the AI will RTB.</li>
|
<li><strong>Status</strong> ( Group ): The AI is checking status (fuel and damage). When the thresholds have been reached, the AI will RTB.</li>
|
||||||
</ul>
|
</ul>
|
||||||
|
|
||||||
<h2>3. Set the Range of Engagement</h2>
|
<h2>3. Set the Range of Engagement</h2>
|
||||||
@ -2070,7 +2070,7 @@ Use the method <a href="AI.AI_Cap.html##(AI_AIR_PATROL).SetEngageZone">AI.AI_Cap
|
|||||||
<tr class="w3-border">
|
<tr class="w3-border">
|
||||||
<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(AI_AIR_PATROL).SetDamageThreshold">AI_AIR_PATROL:SetDamageThreshold(PatrolDamageThreshold)</a></p></td>
|
<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(AI_AIR_PATROL).SetDamageThreshold">AI_AIR_PATROL:SetDamageThreshold(PatrolDamageThreshold)</a></p></td>
|
||||||
<td class="summary w3-half w3-container" style="word-wrap: break-word">
|
<td class="summary w3-half w3-container" style="word-wrap: break-word">
|
||||||
<p>When the AI is damaged beyond a certain treshold, it is required that the AI returns to the home base.</p>
|
<p>When the AI is damaged beyond a certain threshold, it is required that the AI returns to the home base.</p>
|
||||||
</td>
|
</td>
|
||||||
</tr>
|
</tr>
|
||||||
<tr class="w3-border">
|
<tr class="w3-border">
|
||||||
@ -5829,14 +5829,14 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
|
|||||||
<h2><a id="#(AI_AIR_PATROL).SetDamageThreshold" ><strong>AI_AIR_PATROL:SetDamageThreshold(PatrolDamageThreshold)</strong></a></h2>
|
<h2><a id="#(AI_AIR_PATROL).SetDamageThreshold" ><strong>AI_AIR_PATROL:SetDamageThreshold(PatrolDamageThreshold)</strong></a></h2>
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
<p>When the AI is damaged beyond a certain treshold, it is required that the AI returns to the home base.</p>
|
<p>When the AI is damaged beyond a certain threshold, it is required that the AI returns to the home base.</p>
|
||||||
|
|
||||||
|
|
||||||
<p>However, damage cannot be foreseen early on.
|
<p>However, damage cannot be foreseen early on.
|
||||||
Therefore, when the damage treshold is reached,
|
Therefore, when the damage threshold is reached,
|
||||||
the AI will return immediately to the home base (RTB).
|
the AI will return immediately to the home base (RTB).
|
||||||
Note that for groups, the average damage of the complete group will be calculated.
|
Note that for groups, the average damage of the complete group will be calculated.
|
||||||
So, in a group of 4 airplanes, 2 lost and 2 with damage 0.2, the damage treshold will be 0.25.</p>
|
So, in a group of 4 airplanes, 2 lost and 2 with damage 0.2, the damage threshold will be 0.25.</p>
|
||||||
|
|
||||||
<div id= "#Functions##SetDamageThreshold" class="w3-show w3-white">
|
<div id= "#Functions##SetDamageThreshold" class="w3-show w3-white">
|
||||||
<div class="w3-container w3-white" id="functiontype">
|
<div class="w3-container w3-white" id="functiontype">
|
||||||
@ -5854,7 +5854,7 @@ So, in a group of 4 airplanes, 2 lost and 2 with damage 0.2, the damage treshold
|
|||||||
</div>
|
</div>
|
||||||
<div class="w3-half">
|
<div class="w3-half">
|
||||||
|
|
||||||
<p>The treshold in percentage (between 0 and 1) when the AI is considered to be damaged.</p>
|
<p>The threshold in percentage (between 0 and 1) when the AI is considered to be damaged.</p>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
@ -5957,8 +5957,8 @@ So, in a group of 4 airplanes, 2 lost and 2 with damage 0.2, the damage treshold
|
|||||||
<p>When the AI is out of fuel, it is required that a new AI is started, before the old AI can return to the home base.</p>
|
<p>When the AI is out of fuel, it is required that a new AI is started, before the old AI can return to the home base.</p>
|
||||||
|
|
||||||
|
|
||||||
<p>Therefore, with a parameter and a calculation of the distance to the home base, the fuel treshold is calculated.
|
<p>Therefore, with a parameter and a calculation of the distance to the home base, the fuel threshold is calculated.
|
||||||
When the fuel treshold is reached, the AI will continue for a given time its patrol task in orbit, while a new AIControllable is targetted to the AI_AIR.
|
When the fuel threshold is reached, the AI will continue for a given time its patrol task in orbit, while a new AIControllable is targetted to the AI_AIR.
|
||||||
Once the time is finished, the old AI will return to the base.</p>
|
Once the time is finished, the old AI will return to the base.</p>
|
||||||
|
|
||||||
<div id= "#Functions##SetFuelThreshold" class="w3-show w3-white">
|
<div id= "#Functions##SetFuelThreshold" class="w3-show w3-white">
|
||||||
@ -5977,7 +5977,7 @@ Once the time is finished, the old AI will return to the base.</p>
|
|||||||
</div>
|
</div>
|
||||||
<div class="w3-half">
|
<div class="w3-half">
|
||||||
|
|
||||||
<p>The treshold in percentage (between 0 and 1) when the AIControllable is considered to get out of fuel.</p>
|
<p>The threshold in percentage (between 0 and 1) when the AIControllable is considered to get out of fuel.</p>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
|
|||||||
@ -2437,17 +2437,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
|
|||||||
|
|
||||||
|
|
||||||
|
|
||||||
</div>
|
|
||||||
|
|
||||||
</div>
|
|
||||||
<div>
|
|
||||||
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
|
||||||
|
|
||||||
|
|
||||||
<a id="#(AI_AIR_SQUADRON).ResourceCount" ><strong>AI_AIR_SQUADRON.ResourceCount</strong></a>
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
@ -3519,17 +3508,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
|
|||||||
|
|
||||||
|
|
||||||
|
|
||||||
</div>
|
|
||||||
|
|
||||||
</div>
|
|
||||||
<div>
|
|
||||||
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
|
||||||
|
|
||||||
|
|
||||||
<a id="#(AI_AIR_SQUADRON).ResourceCount" ><strong>AI_AIR_SQUADRON.ResourceCount</strong></a>
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|||||||
@ -1559,7 +1559,7 @@ Controls a network of short range air/missile defense groups.</p>
|
|||||||
<p>Upon started, The AI will <strong>Route</strong> itself towards the random 3D point within a patrol zone,
|
<p>Upon started, The AI will <strong>Route</strong> itself towards the random 3D point within a patrol zone,
|
||||||
using a random speed within the given altitude and speed limits.
|
using a random speed within the given altitude and speed limits.
|
||||||
Upon arrival at the 3D point, a new random 3D point will be selected within the patrol zone using the given limits.
|
Upon arrival at the 3D point, a new random 3D point will be selected within the patrol zone using the given limits.
|
||||||
This cycle will continue until a fuel or damage treshold has been reached by the AI, or when the AI is commanded to RTB.</p>
|
This cycle will continue until a fuel or damage threshold has been reached by the AI, or when the AI is commanded to RTB.</p>
|
||||||
|
|
||||||
<p><img src="..\Presentations\AI_BAI\Dia5.JPG" alt="Route Event"/></p>
|
<p><img src="..\Presentations\AI_BAI\Dia5.JPG" alt="Route Event"/></p>
|
||||||
|
|
||||||
@ -1599,7 +1599,7 @@ Any target that is detected in the Engage Zone will be reported and will be dest
|
|||||||
<p>It will keep patrolling there, until it is notified to RTB or move to another BOMB Zone.
|
<p>It will keep patrolling there, until it is notified to RTB or move to another BOMB Zone.
|
||||||
It can be notified to go RTB through the <strong>RTB</strong> event.</p>
|
It can be notified to go RTB through the <strong>RTB</strong> event.</p>
|
||||||
|
|
||||||
<p>When the fuel treshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.</p>
|
<p>When the fuel threshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.</p>
|
||||||
|
|
||||||
<p><img src="..\Presentations\AI_BAI\Dia12.JPG" alt="Engage Event"/></p>
|
<p><img src="..\Presentations\AI_BAI\Dia12.JPG" alt="Engage Event"/></p>
|
||||||
|
|
||||||
@ -1634,7 +1634,7 @@ It can be notified to go RTB through the <strong>RTB</strong> event.</p>
|
|||||||
<li>**<a href="AI.AI_Patrol.html##(AI_PATROL_ZONE).Detected">AI.AI_Patrol#AI_PATROL_ZONE.Detected</a>**: The AI has detected new targets.</li>
|
<li>**<a href="AI.AI_Patrol.html##(AI_PATROL_ZONE).Detected">AI.AI_Patrol#AI_PATROL_ZONE.Detected</a>**: The AI has detected new targets.</li>
|
||||||
<li>**<a href="##(AI_BAI_ZONE).Destroy">AI_BAI_ZONE.Destroy</a>**: The AI has destroyed a target <a href="Wrapper.Unit.html">Wrapper.Unit</a>.</li>
|
<li>**<a href="##(AI_BAI_ZONE).Destroy">AI_BAI_ZONE.Destroy</a>**: The AI has destroyed a target <a href="Wrapper.Unit.html">Wrapper.Unit</a>.</li>
|
||||||
<li>**<a href="##(AI_BAI_ZONE).Destroyed">AI_BAI_ZONE.Destroyed</a>**: The AI has destroyed all target <a href="Wrapper.Unit.html">Wrapper.Unit</a>s assigned in the BOMB task.</li>
|
<li>**<a href="##(AI_BAI_ZONE).Destroyed">AI_BAI_ZONE.Destroyed</a>**: The AI has destroyed all target <a href="Wrapper.Unit.html">Wrapper.Unit</a>s assigned in the BOMB task.</li>
|
||||||
<li><strong>Status</strong>: The AI is checking status (fuel and damage). When the tresholds have been reached, the AI will RTB.</li>
|
<li><strong>Status</strong>: The AI is checking status (fuel and damage). When the thresholds have been reached, the AI will RTB.</li>
|
||||||
</ul>
|
</ul>
|
||||||
|
|
||||||
<h2>3. Modify the Engage Zone behaviour to pinpoint a <strong>map object</strong> or <strong>scenery object</strong></h2>
|
<h2>3. Modify the Engage Zone behaviour to pinpoint a <strong>map object</strong> or <strong>scenery object</strong></h2>
|
||||||
@ -2063,7 +2063,7 @@ is the point where a map object is to be destroyed (like a bridge).</p>
|
|||||||
<tr class="w3-border">
|
<tr class="w3-border">
|
||||||
<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(AI_BAI_ZONE).ManageDamage">AI_BAI_ZONE:ManageDamage(PatrolDamageThreshold)</a></p></td>
|
<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(AI_BAI_ZONE).ManageDamage">AI_BAI_ZONE:ManageDamage(PatrolDamageThreshold)</a></p></td>
|
||||||
<td class="summary w3-half w3-container" style="word-wrap: break-word">
|
<td class="summary w3-half w3-container" style="word-wrap: break-word">
|
||||||
<p>When the AI is damaged beyond a certain treshold, it is required that the AI returns to the home base.</p>
|
<p>When the AI is damaged beyond a certain threshold, it is required that the AI returns to the home base.</p>
|
||||||
</td>
|
</td>
|
||||||
</tr>
|
</tr>
|
||||||
<tr class="w3-border">
|
<tr class="w3-border">
|
||||||
@ -5834,14 +5834,14 @@ It is up to the mission designer to use the <a href="Wrapper.Unit.html">Wrapper.
|
|||||||
<h2><a id="#(AI_BAI_ZONE).ManageDamage" ><strong>AI_BAI_ZONE:ManageDamage(PatrolDamageThreshold)</strong></a></h2>
|
<h2><a id="#(AI_BAI_ZONE).ManageDamage" ><strong>AI_BAI_ZONE:ManageDamage(PatrolDamageThreshold)</strong></a></h2>
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
<p>When the AI is damaged beyond a certain treshold, it is required that the AI returns to the home base.</p>
|
<p>When the AI is damaged beyond a certain threshold, it is required that the AI returns to the home base.</p>
|
||||||
|
|
||||||
|
|
||||||
<p>However, damage cannot be foreseen early on.
|
<p>However, damage cannot be foreseen early on.
|
||||||
Therefore, when the damage treshold is reached,
|
Therefore, when the damage threshold is reached,
|
||||||
the AI will return immediately to the home base (RTB).
|
the AI will return immediately to the home base (RTB).
|
||||||
Note that for groups, the average damage of the complete group will be calculated.
|
Note that for groups, the average damage of the complete group will be calculated.
|
||||||
So, in a group of 4 airplanes, 2 lost and 2 with damage 0.2, the damage treshold will be 0.25.</p>
|
So, in a group of 4 airplanes, 2 lost and 2 with damage 0.2, the damage threshold will be 0.25.</p>
|
||||||
|
|
||||||
<div id= "#Functions##ManageDamage" class="w3-show w3-white">
|
<div id= "#Functions##ManageDamage" class="w3-show w3-white">
|
||||||
<div class="w3-container w3-white" id="functiontype">
|
<div class="w3-container w3-white" id="functiontype">
|
||||||
@ -5859,7 +5859,7 @@ So, in a group of 4 airplanes, 2 lost and 2 with damage 0.2, the damage treshold
|
|||||||
</div>
|
</div>
|
||||||
<div class="w3-half">
|
<div class="w3-half">
|
||||||
|
|
||||||
<p>The treshold in percentage (between 0 and 1) when the AI is considered to be damaged.</p>
|
<p>The threshold in percentage (between 0 and 1) when the AI is considered to be damaged.</p>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
@ -5888,8 +5888,8 @@ So, in a group of 4 airplanes, 2 lost and 2 with damage 0.2, the damage treshold
|
|||||||
<p>When the AI is out of fuel, it is required that a new AI is started, before the old AI can return to the home base.</p>
|
<p>When the AI is out of fuel, it is required that a new AI is started, before the old AI can return to the home base.</p>
|
||||||
|
|
||||||
|
|
||||||
<p>Therefore, with a parameter and a calculation of the distance to the home base, the fuel treshold is calculated.
|
<p>Therefore, with a parameter and a calculation of the distance to the home base, the fuel threshold is calculated.
|
||||||
When the fuel treshold is reached, the AI will continue for a given time its patrol task in orbit, while a new AIControllable is targetted to the AI_PATROL_ZONE.
|
When the fuel threshold is reached, the AI will continue for a given time its patrol task in orbit, while a new AIControllable is targetted to the AI_PATROL_ZONE.
|
||||||
Once the time is finished, the old AI will return to the base.</p>
|
Once the time is finished, the old AI will return to the base.</p>
|
||||||
|
|
||||||
<div id= "#Functions##ManageFuel" class="w3-show w3-white">
|
<div id= "#Functions##ManageFuel" class="w3-show w3-white">
|
||||||
@ -5908,7 +5908,7 @@ Once the time is finished, the old AI will return to the base.</p>
|
|||||||
</div>
|
</div>
|
||||||
<div class="w3-half">
|
<div class="w3-half">
|
||||||
|
|
||||||
<p>The treshold in percentage (between 0 and 1) when the AIControllable is considered to get out of fuel.</p>
|
<p>The threshold in percentage (between 0 and 1) when the AIControllable is considered to get out of fuel.</p>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
|
|||||||
@ -1500,7 +1500,7 @@ Controls a network of short range air/missile defense groups.</p>
|
|||||||
<ul>
|
<ul>
|
||||||
<li>Patrol AI airplanes within a given zone.</li>
|
<li>Patrol AI airplanes within a given zone.</li>
|
||||||
<li>Trigger detected events when enemy airplanes are detected.</li>
|
<li>Trigger detected events when enemy airplanes are detected.</li>
|
||||||
<li>Manage a fuel treshold to RTB on time.</li>
|
<li>Manage a fuel threshold to RTB on time.</li>
|
||||||
<li>Engage the enemy when detected.</li>
|
<li>Engage the enemy when detected.</li>
|
||||||
</ul>
|
</ul>
|
||||||
|
|
||||||
@ -1576,8 +1576,8 @@ Upon arrival at the 3D point, a new random 3D point will be selected within the
|
|||||||
|
|
||||||
<p><img src="..\Presentations\AI_CAP\Dia10.JPG" alt="Process"/></p>
|
<p><img src="..\Presentations\AI_CAP\Dia10.JPG" alt="Process"/></p>
|
||||||
|
|
||||||
<p>Until a fuel or damage treshold has been reached by the AI, or when the AI is commanded to RTB.
|
<p>Until a fuel or damage threshold has been reached by the AI, or when the AI is commanded to RTB.
|
||||||
When the fuel treshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.</p>
|
When the fuel threshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.</p>
|
||||||
|
|
||||||
<p><img src="..\Presentations\AI_CAP\Dia13.JPG" alt="Process"/></p>
|
<p><img src="..\Presentations\AI_CAP\Dia13.JPG" alt="Process"/></p>
|
||||||
|
|
||||||
@ -1612,7 +1612,7 @@ When the fuel treshold has been reached, the airplane will fly towards the neare
|
|||||||
<li>**<a href="AI.AI_Patrol.html##(AI_PATROL_ZONE).Detected">AI.AI_Patrol#AI_PATROL_ZONE.Detected</a>**: The AI has detected new targets.</li>
|
<li>**<a href="AI.AI_Patrol.html##(AI_PATROL_ZONE).Detected">AI.AI_Patrol#AI_PATROL_ZONE.Detected</a>**: The AI has detected new targets.</li>
|
||||||
<li>**<a href="##(AI_CAP_ZONE).Destroy">AI_CAP_ZONE.Destroy</a>**: The AI has destroyed a bogey <a href="Wrapper.Unit.html">Wrapper.Unit</a>.</li>
|
<li>**<a href="##(AI_CAP_ZONE).Destroy">AI_CAP_ZONE.Destroy</a>**: The AI has destroyed a bogey <a href="Wrapper.Unit.html">Wrapper.Unit</a>.</li>
|
||||||
<li>**<a href="##(AI_CAP_ZONE).Destroyed">AI_CAP_ZONE.Destroyed</a>**: The AI has destroyed all bogeys <a href="Wrapper.Unit.html">Wrapper.Unit</a>s assigned in the CAS task.</li>
|
<li>**<a href="##(AI_CAP_ZONE).Destroyed">AI_CAP_ZONE.Destroyed</a>**: The AI has destroyed all bogeys <a href="Wrapper.Unit.html">Wrapper.Unit</a>s assigned in the CAS task.</li>
|
||||||
<li><strong>Status</strong> ( Group ): The AI is checking status (fuel and damage). When the tresholds have been reached, the AI will RTB.</li>
|
<li><strong>Status</strong> ( Group ): The AI is checking status (fuel and damage). When the thresholds have been reached, the AI will RTB.</li>
|
||||||
</ul>
|
</ul>
|
||||||
|
|
||||||
<h2>3. Set the Range of Engagement</h2>
|
<h2>3. Set the Range of Engagement</h2>
|
||||||
@ -1977,7 +1977,7 @@ Use the method <a href="AI.AI_Cap.html##(AI_CAP_ZONE).SetEngageZone">AI.AI_Cap#A
|
|||||||
<tr class="w3-border">
|
<tr class="w3-border">
|
||||||
<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(AI_CAP_ZONE).ManageDamage">AI_CAP_ZONE:ManageDamage(PatrolDamageThreshold)</a></p></td>
|
<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(AI_CAP_ZONE).ManageDamage">AI_CAP_ZONE:ManageDamage(PatrolDamageThreshold)</a></p></td>
|
||||||
<td class="summary w3-half w3-container" style="word-wrap: break-word">
|
<td class="summary w3-half w3-container" style="word-wrap: break-word">
|
||||||
<p>When the AI is damaged beyond a certain treshold, it is required that the AI returns to the home base.</p>
|
<p>When the AI is damaged beyond a certain threshold, it is required that the AI returns to the home base.</p>
|
||||||
</td>
|
</td>
|
||||||
</tr>
|
</tr>
|
||||||
<tr class="w3-border">
|
<tr class="w3-border">
|
||||||
@ -5489,14 +5489,14 @@ It is up to the mission designer to use the <a href="Wrapper.Unit.html">Wrapper.
|
|||||||
<h2><a id="#(AI_CAP_ZONE).ManageDamage" ><strong>AI_CAP_ZONE:ManageDamage(PatrolDamageThreshold)</strong></a></h2>
|
<h2><a id="#(AI_CAP_ZONE).ManageDamage" ><strong>AI_CAP_ZONE:ManageDamage(PatrolDamageThreshold)</strong></a></h2>
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
<p>When the AI is damaged beyond a certain treshold, it is required that the AI returns to the home base.</p>
|
<p>When the AI is damaged beyond a certain threshold, it is required that the AI returns to the home base.</p>
|
||||||
|
|
||||||
|
|
||||||
<p>However, damage cannot be foreseen early on.
|
<p>However, damage cannot be foreseen early on.
|
||||||
Therefore, when the damage treshold is reached,
|
Therefore, when the damage threshold is reached,
|
||||||
the AI will return immediately to the home base (RTB).
|
the AI will return immediately to the home base (RTB).
|
||||||
Note that for groups, the average damage of the complete group will be calculated.
|
Note that for groups, the average damage of the complete group will be calculated.
|
||||||
So, in a group of 4 airplanes, 2 lost and 2 with damage 0.2, the damage treshold will be 0.25.</p>
|
So, in a group of 4 airplanes, 2 lost and 2 with damage 0.2, the damage threshold will be 0.25.</p>
|
||||||
|
|
||||||
<div id= "#Functions##ManageDamage" class="w3-show w3-white">
|
<div id= "#Functions##ManageDamage" class="w3-show w3-white">
|
||||||
<div class="w3-container w3-white" id="functiontype">
|
<div class="w3-container w3-white" id="functiontype">
|
||||||
@ -5514,7 +5514,7 @@ So, in a group of 4 airplanes, 2 lost and 2 with damage 0.2, the damage treshold
|
|||||||
</div>
|
</div>
|
||||||
<div class="w3-half">
|
<div class="w3-half">
|
||||||
|
|
||||||
<p>The treshold in percentage (between 0 and 1) when the AI is considered to be damaged.</p>
|
<p>The threshold in percentage (between 0 and 1) when the AI is considered to be damaged.</p>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
@ -5543,8 +5543,8 @@ So, in a group of 4 airplanes, 2 lost and 2 with damage 0.2, the damage treshold
|
|||||||
<p>When the AI is out of fuel, it is required that a new AI is started, before the old AI can return to the home base.</p>
|
<p>When the AI is out of fuel, it is required that a new AI is started, before the old AI can return to the home base.</p>
|
||||||
|
|
||||||
|
|
||||||
<p>Therefore, with a parameter and a calculation of the distance to the home base, the fuel treshold is calculated.
|
<p>Therefore, with a parameter and a calculation of the distance to the home base, the fuel threshold is calculated.
|
||||||
When the fuel treshold is reached, the AI will continue for a given time its patrol task in orbit, while a new AIControllable is targetted to the AI_PATROL_ZONE.
|
When the fuel threshold is reached, the AI will continue for a given time its patrol task in orbit, while a new AIControllable is targetted to the AI_PATROL_ZONE.
|
||||||
Once the time is finished, the old AI will return to the base.</p>
|
Once the time is finished, the old AI will return to the base.</p>
|
||||||
|
|
||||||
<div id= "#Functions##ManageFuel" class="w3-show w3-white">
|
<div id= "#Functions##ManageFuel" class="w3-show w3-white">
|
||||||
@ -5563,7 +5563,7 @@ Once the time is finished, the old AI will return to the base.</p>
|
|||||||
</div>
|
</div>
|
||||||
<div class="w3-half">
|
<div class="w3-half">
|
||||||
|
|
||||||
<p>The treshold in percentage (between 0 and 1) when the AIControllable is considered to get out of fuel.</p>
|
<p>The threshold in percentage (between 0 and 1) when the AIControllable is considered to get out of fuel.</p>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
|
|||||||
@ -2664,9 +2664,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
|
|||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
<p> Aircraft is on a depoly mission.</p>
|
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
@ -2692,9 +2689,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
|
|||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
<p> Aircraft is on a pickup mission.</p>
|
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
@ -4457,9 +4451,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
|
|||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
<p> Aircraft is on a depoly mission.</p>
|
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
@ -4485,9 +4476,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
|
|||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
<p> Aircraft is on a pickup mission.</p>
|
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
@ -5092,9 +5080,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
|
|||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
<p> Aircraft is on a depoly mission.</p>
|
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
@ -5120,9 +5105,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
|
|||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
<p> Aircraft is on a pickup mission.</p>
|
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
@ -6619,9 +6601,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
|
|||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
<p> Aircraft is on a depoly mission.</p>
|
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
@ -6647,9 +6626,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
|
|||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
<p> Aircraft is on a pickup mission.</p>
|
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|||||||
@ -2785,28 +2785,22 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
|
|||||||
<div>
|
<div>
|
||||||
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
||||||
|
|
||||||
#number
|
|
||||||
<a id="#(AI_CARGO_HELICOPTER).landingheight" ><strong>AI_CARGO_HELICOPTER.landingheight</strong></a>
|
<a id="#(AI_CARGO_HELICOPTER).landingheight" ><strong>AI_CARGO_HELICOPTER.landingheight</strong></a>
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
<p> meter</p>
|
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
<div>
|
<div>
|
||||||
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
||||||
|
|
||||||
#number
|
|
||||||
<a id="#(AI_CARGO_HELICOPTER).landingspeed" ><strong>AI_CARGO_HELICOPTER.landingspeed</strong></a>
|
<a id="#(AI_CARGO_HELICOPTER).landingspeed" ><strong>AI_CARGO_HELICOPTER.landingspeed</strong></a>
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
<p> kph</p>
|
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
@ -4709,28 +4703,22 @@ Adjust if necessary.</code></pre>
|
|||||||
<div>
|
<div>
|
||||||
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
||||||
|
|
||||||
#number
|
|
||||||
<a id="#(AI_CARGO_HELICOPTER).landingheight" ><strong>AI_CARGO_HELICOPTER.landingheight</strong></a>
|
<a id="#(AI_CARGO_HELICOPTER).landingheight" ><strong>AI_CARGO_HELICOPTER.landingheight</strong></a>
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
<p> meter</p>
|
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
<div>
|
<div>
|
||||||
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
||||||
|
|
||||||
#number
|
|
||||||
<a id="#(AI_CARGO_HELICOPTER).landingspeed" ><strong>AI_CARGO_HELICOPTER.landingspeed</strong></a>
|
<a id="#(AI_CARGO_HELICOPTER).landingspeed" ><strong>AI_CARGO_HELICOPTER.landingspeed</strong></a>
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
<p> kph</p>
|
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
@ -5385,28 +5373,22 @@ Adjust if necessary.</code></pre>
|
|||||||
<div>
|
<div>
|
||||||
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
||||||
|
|
||||||
#number
|
|
||||||
<a id="#(AI_CARGO_HELICOPTER).landingheight" ><strong>AI_CARGO_HELICOPTER.landingheight</strong></a>
|
<a id="#(AI_CARGO_HELICOPTER).landingheight" ><strong>AI_CARGO_HELICOPTER.landingheight</strong></a>
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
<p> meter</p>
|
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
<div>
|
<div>
|
||||||
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
||||||
|
|
||||||
#number
|
|
||||||
<a id="#(AI_CARGO_HELICOPTER).landingspeed" ><strong>AI_CARGO_HELICOPTER.landingspeed</strong></a>
|
<a id="#(AI_CARGO_HELICOPTER).landingspeed" ><strong>AI_CARGO_HELICOPTER.landingspeed</strong></a>
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
<p> kph</p>
|
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
@ -6953,28 +6935,22 @@ Adjust if necessary.</code></pre>
|
|||||||
<div>
|
<div>
|
||||||
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
||||||
|
|
||||||
#number
|
|
||||||
<a id="#(AI_CARGO_HELICOPTER).landingheight" ><strong>AI_CARGO_HELICOPTER.landingheight</strong></a>
|
<a id="#(AI_CARGO_HELICOPTER).landingheight" ><strong>AI_CARGO_HELICOPTER.landingheight</strong></a>
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
<p> meter</p>
|
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
<div>
|
<div>
|
||||||
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
||||||
|
|
||||||
#number
|
|
||||||
<a id="#(AI_CARGO_HELICOPTER).landingspeed" ><strong>AI_CARGO_HELICOPTER.landingspeed</strong></a>
|
<a id="#(AI_CARGO_HELICOPTER).landingspeed" ><strong>AI_CARGO_HELICOPTER.landingspeed</strong></a>
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
<p> kph</p>
|
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|||||||
@ -1560,7 +1560,7 @@ Controls a network of short range air/missile defense groups.</p>
|
|||||||
<p>Upon started, The AI will <strong>Route</strong> itself towards the random 3D point within a patrol zone,
|
<p>Upon started, The AI will <strong>Route</strong> itself towards the random 3D point within a patrol zone,
|
||||||
using a random speed within the given altitude and speed limits.
|
using a random speed within the given altitude and speed limits.
|
||||||
Upon arrival at the 3D point, a new random 3D point will be selected within the patrol zone using the given limits.
|
Upon arrival at the 3D point, a new random 3D point will be selected within the patrol zone using the given limits.
|
||||||
This cycle will continue until a fuel or damage treshold has been reached by the AI, or when the AI is commanded to RTB.</p>
|
This cycle will continue until a fuel or damage threshold has been reached by the AI, or when the AI is commanded to RTB.</p>
|
||||||
|
|
||||||
<p><img src="..\Presentations\AI_CAS\Dia5.JPG" alt="Route Event"/></p>
|
<p><img src="..\Presentations\AI_CAS\Dia5.JPG" alt="Route Event"/></p>
|
||||||
|
|
||||||
@ -1600,7 +1600,7 @@ Any target that is detected in the Engage Zone will be reported and will be dest
|
|||||||
<p>It will keep patrolling there, until it is notified to RTB or move to another CAS Zone.
|
<p>It will keep patrolling there, until it is notified to RTB or move to another CAS Zone.
|
||||||
It can be notified to go RTB through the <strong>RTB</strong> event.</p>
|
It can be notified to go RTB through the <strong>RTB</strong> event.</p>
|
||||||
|
|
||||||
<p>When the fuel treshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.</p>
|
<p>When the fuel threshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.</p>
|
||||||
|
|
||||||
<p><img src="..\Presentations\AI_CAS\Dia12.JPG" alt="Engage Event"/></p>
|
<p><img src="..\Presentations\AI_CAS\Dia12.JPG" alt="Engage Event"/></p>
|
||||||
|
|
||||||
@ -1635,7 +1635,7 @@ It can be notified to go RTB through the <strong>RTB</strong> event.</p>
|
|||||||
<li>**<a href="AI.AI_Patrol.html##(AI_PATROL_ZONE).Detected">AI.AI_Patrol#AI_PATROL_ZONE.Detected</a>**: The AI has detected new targets.</li>
|
<li>**<a href="AI.AI_Patrol.html##(AI_PATROL_ZONE).Detected">AI.AI_Patrol#AI_PATROL_ZONE.Detected</a>**: The AI has detected new targets.</li>
|
||||||
<li>**<a href="##(AI_CAS_ZONE).Destroy">AI_CAS_ZONE.Destroy</a>**: The AI has destroyed a target <a href="Wrapper.Unit.html">Wrapper.Unit</a>.</li>
|
<li>**<a href="##(AI_CAS_ZONE).Destroy">AI_CAS_ZONE.Destroy</a>**: The AI has destroyed a target <a href="Wrapper.Unit.html">Wrapper.Unit</a>.</li>
|
||||||
<li>**<a href="##(AI_CAS_ZONE).Destroyed">AI_CAS_ZONE.Destroyed</a>**: The AI has destroyed all target <a href="Wrapper.Unit.html">Wrapper.Unit</a>s assigned in the CAS task.</li>
|
<li>**<a href="##(AI_CAS_ZONE).Destroyed">AI_CAS_ZONE.Destroyed</a>**: The AI has destroyed all target <a href="Wrapper.Unit.html">Wrapper.Unit</a>s assigned in the CAS task.</li>
|
||||||
<li><strong>Status</strong>: The AI is checking status (fuel and damage). When the tresholds have been reached, the AI will RTB.</li>
|
<li><strong>Status</strong>: The AI is checking status (fuel and damage). When the thresholds have been reached, the AI will RTB.</li>
|
||||||
</ul>
|
</ul>
|
||||||
|
|
||||||
<hr/>
|
<hr/>
|
||||||
@ -1994,7 +1994,7 @@ It can be notified to go RTB through the <strong>RTB</strong> event.</p>
|
|||||||
<tr class="w3-border">
|
<tr class="w3-border">
|
||||||
<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(AI_CAS_ZONE).ManageDamage">AI_CAS_ZONE:ManageDamage(PatrolDamageThreshold)</a></p></td>
|
<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(AI_CAS_ZONE).ManageDamage">AI_CAS_ZONE:ManageDamage(PatrolDamageThreshold)</a></p></td>
|
||||||
<td class="summary w3-half w3-container" style="word-wrap: break-word">
|
<td class="summary w3-half w3-container" style="word-wrap: break-word">
|
||||||
<p>When the AI is damaged beyond a certain treshold, it is required that the AI returns to the home base.</p>
|
<p>When the AI is damaged beyond a certain threshold, it is required that the AI returns to the home base.</p>
|
||||||
</td>
|
</td>
|
||||||
</tr>
|
</tr>
|
||||||
<tr class="w3-border">
|
<tr class="w3-border">
|
||||||
@ -5692,14 +5692,14 @@ It is up to the mission designer to use the <a href="Wrapper.Unit.html">Wrapper.
|
|||||||
<h2><a id="#(AI_CAS_ZONE).ManageDamage" ><strong>AI_CAS_ZONE:ManageDamage(PatrolDamageThreshold)</strong></a></h2>
|
<h2><a id="#(AI_CAS_ZONE).ManageDamage" ><strong>AI_CAS_ZONE:ManageDamage(PatrolDamageThreshold)</strong></a></h2>
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
<p>When the AI is damaged beyond a certain treshold, it is required that the AI returns to the home base.</p>
|
<p>When the AI is damaged beyond a certain threshold, it is required that the AI returns to the home base.</p>
|
||||||
|
|
||||||
|
|
||||||
<p>However, damage cannot be foreseen early on.
|
<p>However, damage cannot be foreseen early on.
|
||||||
Therefore, when the damage treshold is reached,
|
Therefore, when the damage threshold is reached,
|
||||||
the AI will return immediately to the home base (RTB).
|
the AI will return immediately to the home base (RTB).
|
||||||
Note that for groups, the average damage of the complete group will be calculated.
|
Note that for groups, the average damage of the complete group will be calculated.
|
||||||
So, in a group of 4 airplanes, 2 lost and 2 with damage 0.2, the damage treshold will be 0.25.</p>
|
So, in a group of 4 airplanes, 2 lost and 2 with damage 0.2, the damage threshold will be 0.25.</p>
|
||||||
|
|
||||||
<div id= "#Functions##ManageDamage" class="w3-show w3-white">
|
<div id= "#Functions##ManageDamage" class="w3-show w3-white">
|
||||||
<div class="w3-container w3-white" id="functiontype">
|
<div class="w3-container w3-white" id="functiontype">
|
||||||
@ -5717,7 +5717,7 @@ So, in a group of 4 airplanes, 2 lost and 2 with damage 0.2, the damage treshold
|
|||||||
</div>
|
</div>
|
||||||
<div class="w3-half">
|
<div class="w3-half">
|
||||||
|
|
||||||
<p>The treshold in percentage (between 0 and 1) when the AI is considered to be damaged.</p>
|
<p>The threshold in percentage (between 0 and 1) when the AI is considered to be damaged.</p>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
@ -5746,8 +5746,8 @@ So, in a group of 4 airplanes, 2 lost and 2 with damage 0.2, the damage treshold
|
|||||||
<p>When the AI is out of fuel, it is required that a new AI is started, before the old AI can return to the home base.</p>
|
<p>When the AI is out of fuel, it is required that a new AI is started, before the old AI can return to the home base.</p>
|
||||||
|
|
||||||
|
|
||||||
<p>Therefore, with a parameter and a calculation of the distance to the home base, the fuel treshold is calculated.
|
<p>Therefore, with a parameter and a calculation of the distance to the home base, the fuel threshold is calculated.
|
||||||
When the fuel treshold is reached, the AI will continue for a given time its patrol task in orbit, while a new AIControllable is targetted to the AI_PATROL_ZONE.
|
When the fuel threshold is reached, the AI will continue for a given time its patrol task in orbit, while a new AIControllable is targetted to the AI_PATROL_ZONE.
|
||||||
Once the time is finished, the old AI will return to the base.</p>
|
Once the time is finished, the old AI will return to the base.</p>
|
||||||
|
|
||||||
<div id= "#Functions##ManageFuel" class="w3-show w3-white">
|
<div id= "#Functions##ManageFuel" class="w3-show w3-white">
|
||||||
@ -5766,7 +5766,7 @@ Once the time is finished, the old AI will return to the base.</p>
|
|||||||
</div>
|
</div>
|
||||||
<div class="w3-half">
|
<div class="w3-half">
|
||||||
|
|
||||||
<p>The treshold in percentage (between 0 and 1) when the AIControllable is considered to get out of fuel.</p>
|
<p>The threshold in percentage (between 0 and 1) when the AIControllable is considered to get out of fuel.</p>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
|
|||||||
@ -1500,7 +1500,7 @@ Controls a network of short range air/missile defense groups.</p>
|
|||||||
<ul>
|
<ul>
|
||||||
<li>Patrol AI airplanes within a given zone.</li>
|
<li>Patrol AI airplanes within a given zone.</li>
|
||||||
<li>Trigger detected events when enemy airplanes are detected.</li>
|
<li>Trigger detected events when enemy airplanes are detected.</li>
|
||||||
<li>Manage a fuel treshold to RTB on time.</li>
|
<li>Manage a fuel threshold to RTB on time.</li>
|
||||||
</ul>
|
</ul>
|
||||||
|
|
||||||
<hr/>
|
<hr/>
|
||||||
@ -1580,8 +1580,8 @@ use derived AI_ classes to model AI offensive or defensive behaviour.</p>
|
|||||||
|
|
||||||
<p><img src="..\Presentations\AI_PATROL\Dia10.JPG" alt="Process"/></p>
|
<p><img src="..\Presentations\AI_PATROL\Dia10.JPG" alt="Process"/></p>
|
||||||
|
|
||||||
<p>Until a fuel or damage treshold has been reached by the AI, or when the AI is commanded to RTB.
|
<p>Until a fuel or damage threshold has been reached by the AI, or when the AI is commanded to RTB.
|
||||||
When the fuel treshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.</p>
|
When the fuel threshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.</p>
|
||||||
|
|
||||||
<p><img src="..\Presentations\AI_PATROL\Dia11.JPG" alt="Process"/></p>
|
<p><img src="..\Presentations\AI_PATROL\Dia11.JPG" alt="Process"/></p>
|
||||||
|
|
||||||
@ -1614,7 +1614,7 @@ When the fuel treshold has been reached, the airplane will fly towards the neare
|
|||||||
<li><strong>RTB</strong> ( Group ): Route the AI to the home base.</li>
|
<li><strong>RTB</strong> ( Group ): Route the AI to the home base.</li>
|
||||||
<li><strong>Detect</strong> ( Group ): The AI is detecting targets.</li>
|
<li><strong>Detect</strong> ( Group ): The AI is detecting targets.</li>
|
||||||
<li><strong>Detected</strong> ( Group ): The AI has detected new targets.</li>
|
<li><strong>Detected</strong> ( Group ): The AI has detected new targets.</li>
|
||||||
<li><strong>Status</strong> ( Group ): The AI is checking status (fuel and damage). When the tresholds have been reached, the AI will RTB.</li>
|
<li><strong>Status</strong> ( Group ): The AI is checking status (fuel and damage). When the thresholds have been reached, the AI will RTB.</li>
|
||||||
</ul>
|
</ul>
|
||||||
|
|
||||||
<h2>3. Set or Get the AI controllable</h2>
|
<h2>3. Set or Get the AI controllable</h2>
|
||||||
@ -1653,8 +1653,8 @@ according the weather conditions.</p>
|
|||||||
<h2>6. Manage the "out of fuel" in the AI_PATROL_ZONE</h2>
|
<h2>6. Manage the "out of fuel" in the AI_PATROL_ZONE</h2>
|
||||||
|
|
||||||
<p>When the AI is out of fuel, it is required that a new AI is started, before the old AI can return to the home base.
|
<p>When the AI is out of fuel, it is required that a new AI is started, before the old AI can return to the home base.
|
||||||
Therefore, with a parameter and a calculation of the distance to the home base, the fuel treshold is calculated.
|
Therefore, with a parameter and a calculation of the distance to the home base, the fuel threshold is calculated.
|
||||||
When the fuel treshold is reached, the AI will continue for a given time its patrol task in orbit,
|
When the fuel threshold is reached, the AI will continue for a given time its patrol task in orbit,
|
||||||
while a new AI is targetted to the AI_PATROL_ZONE.
|
while a new AI is targetted to the AI_PATROL_ZONE.
|
||||||
Once the time is finished, the old AI will return to the base.
|
Once the time is finished, the old AI will return to the base.
|
||||||
Use the method <a href="##(AI_PATROL_ZONE).ManageFuel">AI_PATROL_ZONE.ManageFuel</a>() to have this proces in place.</p>
|
Use the method <a href="##(AI_PATROL_ZONE).ManageFuel">AI_PATROL_ZONE.ManageFuel</a>() to have this proces in place.</p>
|
||||||
@ -1662,7 +1662,7 @@ Use the method <a href="##(AI_PATROL_ZONE).ManageFuel">AI_PATROL_ZONE.ManageFuel
|
|||||||
<h2>7. Manage "damage" behaviour of the AI in the AI_PATROL_ZONE</h2>
|
<h2>7. Manage "damage" behaviour of the AI in the AI_PATROL_ZONE</h2>
|
||||||
|
|
||||||
<p>When the AI is damaged, it is required that a new AIControllable is started. However, damage cannon be foreseen early on.
|
<p>When the AI is damaged, it is required that a new AIControllable is started. However, damage cannon be foreseen early on.
|
||||||
Therefore, when the damage treshold is reached, the AI will return immediately to the home base (RTB).
|
Therefore, when the damage threshold is reached, the AI will return immediately to the home base (RTB).
|
||||||
Use the method <a href="##(AI_PATROL_ZONE).ManageDamage">AI_PATROL_ZONE.ManageDamage</a>() to have this proces in place.</p>
|
Use the method <a href="##(AI_PATROL_ZONE).ManageDamage">AI_PATROL_ZONE.ManageDamage</a>() to have this proces in place.</p>
|
||||||
|
|
||||||
<hr/>
|
<hr/>
|
||||||
@ -1760,7 +1760,7 @@ Use the method <a href="##(AI_PATROL_ZONE).ManageDamage">AI_PATROL_ZONE.ManageDa
|
|||||||
<tr class="w3-border">
|
<tr class="w3-border">
|
||||||
<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(AI_PATROL_ZONE).ManageDamage">AI_PATROL_ZONE:ManageDamage(PatrolDamageThreshold)</a></p></td>
|
<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(AI_PATROL_ZONE).ManageDamage">AI_PATROL_ZONE:ManageDamage(PatrolDamageThreshold)</a></p></td>
|
||||||
<td class="summary w3-half w3-container" style="word-wrap: break-word">
|
<td class="summary w3-half w3-container" style="word-wrap: break-word">
|
||||||
<p>When the AI is damaged beyond a certain treshold, it is required that the AI returns to the home base.</p>
|
<p>When the AI is damaged beyond a certain threshold, it is required that the AI returns to the home base.</p>
|
||||||
</td>
|
</td>
|
||||||
</tr>
|
</tr>
|
||||||
<tr class="w3-border">
|
<tr class="w3-border">
|
||||||
@ -3136,9 +3136,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
|
|||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
<p> This table contains the targets detected during patrol.</p>
|
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
@ -3341,14 +3338,14 @@ It is up to the mission designer to use the <a href="Wrapper.Unit.html">Wrapper.
|
|||||||
<h2><a id="#(AI_PATROL_ZONE).ManageDamage" ><strong>AI_PATROL_ZONE:ManageDamage(PatrolDamageThreshold)</strong></a></h2>
|
<h2><a id="#(AI_PATROL_ZONE).ManageDamage" ><strong>AI_PATROL_ZONE:ManageDamage(PatrolDamageThreshold)</strong></a></h2>
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
<p>When the AI is damaged beyond a certain treshold, it is required that the AI returns to the home base.</p>
|
<p>When the AI is damaged beyond a certain threshold, it is required that the AI returns to the home base.</p>
|
||||||
|
|
||||||
|
|
||||||
<p>However, damage cannot be foreseen early on.
|
<p>However, damage cannot be foreseen early on.
|
||||||
Therefore, when the damage treshold is reached,
|
Therefore, when the damage threshold is reached,
|
||||||
the AI will return immediately to the home base (RTB).
|
the AI will return immediately to the home base (RTB).
|
||||||
Note that for groups, the average damage of the complete group will be calculated.
|
Note that for groups, the average damage of the complete group will be calculated.
|
||||||
So, in a group of 4 airplanes, 2 lost and 2 with damage 0.2, the damage treshold will be 0.25.</p>
|
So, in a group of 4 airplanes, 2 lost and 2 with damage 0.2, the damage threshold will be 0.25.</p>
|
||||||
|
|
||||||
<div id= "#Functions##ManageDamage" class="w3-show w3-white">
|
<div id= "#Functions##ManageDamage" class="w3-show w3-white">
|
||||||
<div class="w3-container w3-white" id="functiontype">
|
<div class="w3-container w3-white" id="functiontype">
|
||||||
@ -3366,7 +3363,7 @@ So, in a group of 4 airplanes, 2 lost and 2 with damage 0.2, the damage treshold
|
|||||||
</div>
|
</div>
|
||||||
<div class="w3-half">
|
<div class="w3-half">
|
||||||
|
|
||||||
<p>The treshold in percentage (between 0 and 1) when the AI is considered to be damaged.</p>
|
<p>The threshold in percentage (between 0 and 1) when the AI is considered to be damaged.</p>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
@ -3395,8 +3392,8 @@ So, in a group of 4 airplanes, 2 lost and 2 with damage 0.2, the damage treshold
|
|||||||
<p>When the AI is out of fuel, it is required that a new AI is started, before the old AI can return to the home base.</p>
|
<p>When the AI is out of fuel, it is required that a new AI is started, before the old AI can return to the home base.</p>
|
||||||
|
|
||||||
|
|
||||||
<p>Therefore, with a parameter and a calculation of the distance to the home base, the fuel treshold is calculated.
|
<p>Therefore, with a parameter and a calculation of the distance to the home base, the fuel threshold is calculated.
|
||||||
When the fuel treshold is reached, the AI will continue for a given time its patrol task in orbit, while a new AIControllable is targetted to the AI_PATROL_ZONE.
|
When the fuel threshold is reached, the AI will continue for a given time its patrol task in orbit, while a new AIControllable is targetted to the AI_PATROL_ZONE.
|
||||||
Once the time is finished, the old AI will return to the base.</p>
|
Once the time is finished, the old AI will return to the base.</p>
|
||||||
|
|
||||||
<div id= "#Functions##ManageFuel" class="w3-show w3-white">
|
<div id= "#Functions##ManageFuel" class="w3-show w3-white">
|
||||||
@ -3415,7 +3412,7 @@ Once the time is finished, the old AI will return to the base.</p>
|
|||||||
</div>
|
</div>
|
||||||
<div class="w3-half">
|
<div class="w3-half">
|
||||||
|
|
||||||
<p>The treshold in percentage (between 0 and 1) when the AIControllable is considered to get out of fuel.</p>
|
<p>The threshold in percentage (between 0 and 1) when the AIControllable is considered to get out of fuel.</p>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
@ -6386,9 +6383,6 @@ Note that this method is required, as triggers the next route when patrolling fo
|
|||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
<p> This table contains the targets detected during patrol.</p>
|
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
@ -7133,9 +7127,6 @@ Note that this method is required, as triggers the next route when patrolling fo
|
|||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
<p> This table contains the targets detected during patrol.</p>
|
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
@ -8772,9 +8763,6 @@ Note that this method is required, as triggers the next route when patrolling fo
|
|||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
<p> This table contains the targets detected during patrol.</p>
|
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|||||||
@ -1707,7 +1707,7 @@ And there is NO cargo object actually declared within the script! However, if yo
|
|||||||
<li>is of type <code>Workmaterials</code></li>
|
<li>is of type <code>Workmaterials</code></li>
|
||||||
<li>will report when a carrier is within 500 meters</li>
|
<li>will report when a carrier is within 500 meters</li>
|
||||||
<li>will board to carriers when the carrier is within 500 meters from the cargo object</li>
|
<li>will board to carriers when the carrier is within 500 meters from the cargo object</li>
|
||||||
<li>will dissapear when the cargo is within 25 meters from the carrier during boarding</li>
|
<li>will disappear when the cargo is within 25 meters from the carrier during boarding</li>
|
||||||
</ul>
|
</ul>
|
||||||
|
|
||||||
<p>So the overall syntax of the #CARGO naming tag and arguments are:</p>
|
<p>So the overall syntax of the #CARGO naming tag and arguments are:</p>
|
||||||
@ -1737,7 +1737,7 @@ And there is NO cargo object actually declared within the script! However, if yo
|
|||||||
<li>is of type <code>Workmaterials</code></li>
|
<li>is of type <code>Workmaterials</code></li>
|
||||||
<li>will report when a carrier is within 500 meters</li>
|
<li>will report when a carrier is within 500 meters</li>
|
||||||
<li>will board to carriers when the carrier is within 500 meters from the cargo object</li>
|
<li>will board to carriers when the carrier is within 500 meters from the cargo object</li>
|
||||||
<li>will dissapear when the cargo is within 25 meters from the carrier during boarding</li>
|
<li>will disappear when the cargo is within 25 meters from the carrier during boarding</li>
|
||||||
</ul>
|
</ul>
|
||||||
|
|
||||||
<p>So the overall syntax of the #CARGO naming tag and arguments are:</p>
|
<p>So the overall syntax of the #CARGO naming tag and arguments are:</p>
|
||||||
|
|||||||
@ -1820,10 +1820,27 @@ Controls a network of short range air/missile defense groups.</p>
|
|||||||
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
||||||
|
|
||||||
|
|
||||||
|
<a id="#(CARGO_GROUP).CargoCarrier" ><strong>CARGO_GROUP.CargoCarrier</strong></a>
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
<p>self.CargoObject:Destroy()</p>
|
||||||
|
|
||||||
|
</div>
|
||||||
|
|
||||||
|
</div>
|
||||||
|
<div>
|
||||||
|
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
||||||
|
|
||||||
|
|
||||||
<a id="#(CARGO_GROUP).CargoGroup" ><strong>CARGO_GROUP.CargoGroup</strong></a>
|
<a id="#(CARGO_GROUP).CargoGroup" ><strong>CARGO_GROUP.CargoGroup</strong></a>
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
<p> Then we register the new group in the database</p>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
@ -1835,6 +1852,20 @@ Controls a network of short range air/missile defense groups.</p>
|
|||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
</div>
|
||||||
|
|
||||||
|
</div>
|
||||||
|
<div>
|
||||||
|
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
||||||
|
|
||||||
|
|
||||||
|
<a id="#(CARGO_GROUP).CargoObject" ><strong>CARGO_GROUP.CargoObject</strong></a>
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
<p> Now we spawn the new group based on the template created.</p>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
@ -3124,10 +3155,27 @@ This works for ground only groups.</p>
|
|||||||
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
||||||
|
|
||||||
|
|
||||||
|
<a id="#(CARGO_GROUP).CargoCarrier" ><strong>CARGO_GROUP.CargoCarrier</strong></a>
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
<p>self.CargoObject:Destroy()</p>
|
||||||
|
|
||||||
|
</div>
|
||||||
|
|
||||||
|
</div>
|
||||||
|
<div>
|
||||||
|
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
||||||
|
|
||||||
|
|
||||||
<a id="#(CARGO_GROUP).CargoGroup" ><strong>CARGO_GROUP.CargoGroup</strong></a>
|
<a id="#(CARGO_GROUP).CargoGroup" ><strong>CARGO_GROUP.CargoGroup</strong></a>
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
<p> Then we register the new group in the database</p>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
@ -3139,6 +3187,20 @@ This works for ground only groups.</p>
|
|||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
</div>
|
||||||
|
|
||||||
|
</div>
|
||||||
|
<div>
|
||||||
|
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
||||||
|
|
||||||
|
|
||||||
|
<a id="#(CARGO_GROUP).CargoObject" ><strong>CARGO_GROUP.CargoObject</strong></a>
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
<p> Now we spawn the new group based on the template created.</p>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|||||||
@ -2037,7 +2037,7 @@ Moose refers to <strong>_DATABASE</strong> within the framework extensively, but
|
|||||||
<tr class="w3-border">
|
<tr class="w3-border">
|
||||||
<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(DATABASE)._RegisterClients">DATABASE:_RegisterClients()</a></p></td>
|
<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(DATABASE)._RegisterClients">DATABASE:_RegisterClients()</a></p></td>
|
||||||
<td class="summary w3-half w3-container" style="word-wrap: break-word">
|
<td class="summary w3-half w3-container" style="word-wrap: break-word">
|
||||||
<p>Private method that registers all Units of skill Client or Player within in the mission.</p>
|
<p>Private method that registers all Units of skill Client or Player within the mission.</p>
|
||||||
</td>
|
</td>
|
||||||
</tr>
|
</tr>
|
||||||
<tr class="w3-border">
|
<tr class="w3-border">
|
||||||
@ -2049,7 +2049,7 @@ Moose refers to <strong>_DATABASE</strong> within the framework extensively, but
|
|||||||
<tr class="w3-border">
|
<tr class="w3-border">
|
||||||
<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(DATABASE)._RegisterGroupsAndUnits">DATABASE:_RegisterGroupsAndUnits()</a></p></td>
|
<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(DATABASE)._RegisterGroupsAndUnits">DATABASE:_RegisterGroupsAndUnits()</a></p></td>
|
||||||
<td class="summary w3-half w3-container" style="word-wrap: break-word">
|
<td class="summary w3-half w3-container" style="word-wrap: break-word">
|
||||||
<p>Private method that registers all Groups and Units within in the mission.</p>
|
<p>Private method that registers all Groups and Units within the mission.</p>
|
||||||
</td>
|
</td>
|
||||||
</tr>
|
</tr>
|
||||||
<tr class="w3-border">
|
<tr class="w3-border">
|
||||||
@ -2067,7 +2067,7 @@ Moose refers to <strong>_DATABASE</strong> within the framework extensively, but
|
|||||||
<tr class="w3-border">
|
<tr class="w3-border">
|
||||||
<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(DATABASE)._RegisterStatics">DATABASE:_RegisterStatics()</a></p></td>
|
<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(DATABASE)._RegisterStatics">DATABASE:_RegisterStatics()</a></p></td>
|
||||||
<td class="summary w3-half w3-container" style="word-wrap: break-word">
|
<td class="summary w3-half w3-container" style="word-wrap: break-word">
|
||||||
|
<p>Private method that registers all Statics within the mission.</p>
|
||||||
</td>
|
</td>
|
||||||
</tr>
|
</tr>
|
||||||
<tr class="w3-border">
|
<tr class="w3-border">
|
||||||
@ -5576,7 +5576,7 @@ This method is used by the SPAWN class.</p>
|
|||||||
<h2><a id="#(DATABASE)._RegisterClients" ><strong>DATABASE:_RegisterClients()</strong></a></h2>
|
<h2><a id="#(DATABASE)._RegisterClients" ><strong>DATABASE:_RegisterClients()</strong></a></h2>
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
<p>Private method that registers all Units of skill Client or Player within in the mission.</p>
|
<p>Private method that registers all Units of skill Client or Player within the mission.</p>
|
||||||
|
|
||||||
<div id= "#Functions##_RegisterClients" class="w3-show w3-white">
|
<div id= "#Functions##_RegisterClients" class="w3-show w3-white">
|
||||||
<div class="w3-container w3-white" id="functiontype">
|
<div class="w3-container w3-white" id="functiontype">
|
||||||
@ -5700,7 +5700,7 @@ This method is used by the SPAWN class.</p>
|
|||||||
<h2><a id="#(DATABASE)._RegisterGroupsAndUnits" ><strong>DATABASE:_RegisterGroupsAndUnits()</strong></a></h2>
|
<h2><a id="#(DATABASE)._RegisterGroupsAndUnits" ><strong>DATABASE:_RegisterGroupsAndUnits()</strong></a></h2>
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
<p>Private method that registers all Groups and Units within in the mission.</p>
|
<p>Private method that registers all Groups and Units within the mission.</p>
|
||||||
|
|
||||||
<div id= "#Functions##_RegisterGroupsAndUnits" class="w3-show w3-white">
|
<div id= "#Functions##_RegisterGroupsAndUnits" class="w3-show w3-white">
|
||||||
<div class="w3-container w3-white" id="functiontype">
|
<div class="w3-container w3-white" id="functiontype">
|
||||||
@ -5843,7 +5843,7 @@ This method is used by the SPAWN class.</p>
|
|||||||
<h2><a id="#(DATABASE)._RegisterStatics" ><strong>DATABASE:_RegisterStatics()</strong></a></h2>
|
<h2><a id="#(DATABASE)._RegisterStatics" ><strong>DATABASE:_RegisterStatics()</strong></a></h2>
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
|
<p>Private method that registers all Statics within the mission.</p>
|
||||||
|
|
||||||
<div id= "#Functions##_RegisterStatics" class="w3-show w3-white">
|
<div id= "#Functions##_RegisterStatics" class="w3-show w3-white">
|
||||||
<div class="w3-container w3-white" id="functiontype">
|
<div class="w3-container w3-white" id="functiontype">
|
||||||
|
|||||||
@ -1529,12 +1529,12 @@ in the correct processing order.</p>
|
|||||||
|
|
||||||
<p><img src="..\Presentations\EVENT\Dia5.JPG" alt="Objects"/></p>
|
<p><img src="..\Presentations\EVENT\Dia5.JPG" alt="Objects"/></p>
|
||||||
|
|
||||||
<p>There are 5 levels of kind of objects that the _EVENTDISPATCHER services:</p>
|
<p>There are 5 types/levels of objects that the _EVENTDISPATCHER services:</p>
|
||||||
|
|
||||||
<ul>
|
<ul>
|
||||||
<li>_DATABASE object: The core of the MOOSE objects. Any object that is created, deleted or updated, is done in this database.</li>
|
<li>_DATABASE object: The core of the MOOSE objects. Any object that is created, deleted or updated, is done in this database.</li>
|
||||||
<li>SET_ derived classes: Subsets of the _DATABASE object. These subsets are updated by the _EVENTDISPATCHER as the second priority.</li>
|
<li>SET_ derived classes: These are subsets of the _DATABASE object. These subsets are updated by the _EVENTDISPATCHER as the second priority.</li>
|
||||||
<li>UNIT objects: UNIT objects can subscribe to DCS events. Each DCS event will be directly published to teh subscribed UNIT object.</li>
|
<li>UNIT objects: UNIT objects can subscribe to DCS events. Each DCS event will be directly published to the subscribed UNIT object.</li>
|
||||||
<li>GROUP objects: GROUP objects can subscribe to DCS events. Each DCS event will be directly published to the subscribed GROUP object.</li>
|
<li>GROUP objects: GROUP objects can subscribe to DCS events. Each DCS event will be directly published to the subscribed GROUP object.</li>
|
||||||
<li>Any other object: Various other objects can subscribe to DCS events. Each DCS event triggered will be published to each subscribed object.</li>
|
<li>Any other object: Various other objects can subscribe to DCS events. Each DCS event triggered will be published to each subscribed object.</li>
|
||||||
</ul>
|
</ul>
|
||||||
@ -1629,21 +1629,24 @@ The Event Handler received the EVENTDATA object as a parameter, and can be used
|
|||||||
There are basically 4 main categories of information stored in the EVENTDATA structure:</p>
|
There are basically 4 main categories of information stored in the EVENTDATA structure:</p>
|
||||||
|
|
||||||
<ul>
|
<ul>
|
||||||
<li><p>Initiator Unit data: Several fields documenting the initiator unit related to the event.</p></li>
|
<li>Initiator Unit data: Several fields documenting the initiator unit related to the event.</li>
|
||||||
<li><p>Target Unit data: Several fields documenting the target unit related to the event.</p></li>
|
<li>Target Unit data: Several fields documenting the target unit related to the event.</li>
|
||||||
<li><p>Weapon data: Certain events populate weapon information.</p></li>
|
<li>Weapon data: Certain events populate weapon information.</li>
|
||||||
<li><p>Place data: Certain events populate place information.</p>
|
<li>Place data: Certain events populate place information.</li>
|
||||||
|
</ul>
|
||||||
|
|
||||||
<p> --- This function is an Event Handling function that will be called when Tank1 is Dead.
|
<p>Example code snippet:</p>
|
||||||
|
|
||||||
|
<pre><code> --- This function is an Event Handling function that will be called when Tank1 is Dead.
|
||||||
-- EventData is an EVENTDATA structure.
|
-- EventData is an EVENTDATA structure.
|
||||||
-- We use the EventData.IniUnit to smoke the tank Green.
|
-- We use the EventData.IniUnit to smoke the tank Green.
|
||||||
-- @param Wrapper.Unit#UNIT self
|
-- @param Wrapper.Unit#UNIT self
|
||||||
-- @param Core.Event#EVENTDATA EventData
|
-- @param Core.Event#EVENTDATA EventData
|
||||||
function Tank1:OnEventDead( EventData )</p>
|
function Tank1:OnEventDead( EventData )
|
||||||
|
|
||||||
<p> EventData.IniUnit:SmokeGreen()
|
EventData.IniUnit:SmokeGreen()
|
||||||
end</p></li>
|
end
|
||||||
</ul>
|
</code></pre>
|
||||||
|
|
||||||
<p>Find below an overview which events populate which information categories:</p>
|
<p>Find below an overview which events populate which information categories:</p>
|
||||||
|
|
||||||
@ -1653,8 +1656,9 @@ There are basically 4 main categories of information stored in the EVENTDATA str
|
|||||||
In that case the initiator or target unit fields will refer to a STATIC object!
|
In that case the initiator or target unit fields will refer to a STATIC object!
|
||||||
In case a STATIC object is involved, the documentation indicates which fields will and won't not be populated.
|
In case a STATIC object is involved, the documentation indicates which fields will and won't not be populated.
|
||||||
The fields <strong>IniObjectCategory</strong> and <strong>TgtObjectCategory</strong> contain the indicator which <strong>kind of object is involved</strong> in the event.
|
The fields <strong>IniObjectCategory</strong> and <strong>TgtObjectCategory</strong> contain the indicator which <strong>kind of object is involved</strong> in the event.
|
||||||
You can use the enumerator <strong>Object.Category.UNIT</strong> and <strong>Object.Category.STATIC</strong> to check on IniObjectCategory and TgtObjectCategory.
|
You can use the enumerator <strong>Object.Category.UNIT</strong> and <strong>Object.Category.STATIC</strong> to check on IniObjectCategory and TgtObjectCategory.</p>
|
||||||
Example code snippet:</p>
|
|
||||||
|
<p>Example code snippet:</p>
|
||||||
|
|
||||||
<pre><code> if Event.IniObjectCategory == Object.Category.UNIT then
|
<pre><code> if Event.IniObjectCategory == Object.Category.UNIT then
|
||||||
...
|
...
|
||||||
|
|||||||
@ -1520,8 +1520,8 @@ Controls a network of short range air/missile defense groups.</p>
|
|||||||
<p>A FSM can only be in one of a finite number of states.
|
<p>A FSM can only be in one of a finite number of states.
|
||||||
The machine is in only one state at a time; the state it is in at any given time is called the <strong>current state</strong>.
|
The machine is in only one state at a time; the state it is in at any given time is called the <strong>current state</strong>.
|
||||||
It can change from one state to another when initiated by an <strong><strong>internal</strong> or <strong>external</strong> triggering event</strong>, which is called a <strong>transition</strong>.
|
It can change from one state to another when initiated by an <strong><strong>internal</strong> or <strong>external</strong> triggering event</strong>, which is called a <strong>transition</strong>.
|
||||||
An <strong>FSM implementation</strong> is defined by <strong>a list of its states</strong>, <strong>its initial state</strong>, and <strong>the triggering events</strong> for <strong>each possible transition</strong>.
|
A <strong>FSM implementation</strong> is defined by <strong>a list of its states</strong>, <strong>its initial state</strong>, and <strong>the triggering events</strong> for <strong>each possible transition</strong>.
|
||||||
An FSM implementation is composed out of <strong>two parts</strong>, a set of <strong>state transition rules</strong>, and an implementation set of <strong>state transition handlers</strong>, implementing those transitions.</p>
|
A FSM implementation is composed out of <strong>two parts</strong>, a set of <strong>state transition rules</strong>, and an implementation set of <strong>state transition handlers</strong>, implementing those transitions.</p>
|
||||||
|
|
||||||
<p>The FSM class supports a <strong>hierarchical implementation of a Finite State Machine</strong>,
|
<p>The FSM class supports a <strong>hierarchical implementation of a Finite State Machine</strong>,
|
||||||
that is, it allows to <strong>embed existing FSM implementations in a master FSM</strong>.
|
that is, it allows to <strong>embed existing FSM implementations in a master FSM</strong>.
|
||||||
@ -1534,14 +1534,14 @@ orders him to destroy x targets and account the results.
|
|||||||
Other examples of ready made FSM could be:</p>
|
Other examples of ready made FSM could be:</p>
|
||||||
|
|
||||||
<ul>
|
<ul>
|
||||||
<li>route a plane to a zone flown by a human</li>
|
<li>Route a plane to a zone flown by a human.</li>
|
||||||
<li>detect targets by an AI and report to humans</li>
|
<li>Detect targets by an AI and report to humans.</li>
|
||||||
<li>account for destroyed targets by human players</li>
|
<li>Account for destroyed targets by human players.</li>
|
||||||
<li>handle AI infantry to deploy from or embark to a helicopter or airplane or vehicle </li>
|
<li>Handle AI infantry to deploy from or embark to a helicopter or airplane or vehicle.</li>
|
||||||
<li>let an AI patrol a zone</li>
|
<li>Let an AI patrol a zone.</li>
|
||||||
</ul>
|
</ul>
|
||||||
|
|
||||||
<p>The <strong>MOOSE framework</strong> uses extensively the FSM class and derived FSM_ classes,
|
<p>The <strong>MOOSE framework</strong> extensively uses the FSM class and derived FSM_ classes,
|
||||||
because <strong>the goal of MOOSE is to simplify mission design complexity for mission building</strong>.
|
because <strong>the goal of MOOSE is to simplify mission design complexity for mission building</strong>.
|
||||||
By efficiently utilizing the FSM class and derived classes, MOOSE allows mission designers to quickly build processes.
|
By efficiently utilizing the FSM class and derived classes, MOOSE allows mission designers to quickly build processes.
|
||||||
<strong>Ready made FSM-based implementations classes</strong> exist within the MOOSE framework that <strong>can easily be re-used,
|
<strong>Ready made FSM-based implementations classes</strong> exist within the MOOSE framework that <strong>can easily be re-used,
|
||||||
@ -1549,8 +1549,8 @@ and tailored</strong> by mission designers through <strong>the implementation of
|
|||||||
Each of these FSM implementation classes start either with:</p>
|
Each of these FSM implementation classes start either with:</p>
|
||||||
|
|
||||||
<ul>
|
<ul>
|
||||||
<li>an acronym <strong>AI_</strong>, which indicates an FSM implementation directing <strong>AI controlled</strong> <a href="GROUP.html">GROUP</a> and/or <a href="UNIT.html">UNIT</a>. These AI_ classes derive the <a href="##(FSM_CONTROLLABLE)">#FSM_CONTROLLABLE</a> class.</li>
|
<li>an acronym <strong>AI_</strong>, which indicates a FSM implementation directing <strong>AI controlled</strong> <a href="GROUP.html">GROUP</a> and/or <a href="UNIT.html">UNIT</a>. These AI_ classes derive the <a href="##(FSM_CONTROLLABLE)">#FSM_CONTROLLABLE</a> class.</li>
|
||||||
<li>an acronym <strong>TASK_</strong>, which indicates an FSM implementation executing a <a href="TASK.html">TASK</a> executed by Groups of players. These TASK_ classes derive the <a href="##(FSM_TASK)">#FSM_TASK</a> class.</li>
|
<li>an acronym <strong>TASK_</strong>, which indicates a FSM implementation executing a <a href="TASK.html">TASK</a> executed by Groups of players. These TASK_ classes derive the <a href="##(FSM_TASK)">#FSM_TASK</a> class.</li>
|
||||||
<li>an acronym <strong>ACT_</strong>, which indicates an Sub-FSM implementation, directing <strong>Humans actions</strong> that need to be done in a <a href="TASK.html">TASK</a>, seated in a <a href="CLIENT.html">CLIENT</a> (slot) or a <a href="UNIT.html">UNIT</a> (CA join). These ACT_ classes derive the <a href="##(FSM_PROCESS)">#FSM_PROCESS</a> class.</li>
|
<li>an acronym <strong>ACT_</strong>, which indicates an Sub-FSM implementation, directing <strong>Humans actions</strong> that need to be done in a <a href="TASK.html">TASK</a>, seated in a <a href="CLIENT.html">CLIENT</a> (slot) or a <a href="UNIT.html">UNIT</a> (CA join). These ACT_ classes derive the <a href="##(FSM_PROCESS)">#FSM_PROCESS</a> class.</li>
|
||||||
</ul>
|
</ul>
|
||||||
|
|
||||||
@ -1562,7 +1562,7 @@ The state machine can be found on <a href="https://github.com/kyleconroy/lua-sta
|
|||||||
I've reworked this development (taken the concept), and created a <strong>hierarchical state machine</strong> out of it, embedded within the DCS simulator.
|
I've reworked this development (taken the concept), and created a <strong>hierarchical state machine</strong> out of it, embedded within the DCS simulator.
|
||||||
Additionally, I've added extendability and created an API that allows seamless FSM implementation.</p>
|
Additionally, I've added extendability and created an API that allows seamless FSM implementation.</p>
|
||||||
|
|
||||||
<p>The following derived classes are available in the MOOSE framework, that implement a specialised form of a FSM:</p>
|
<p>The following derived classes are available in the MOOSE framework, that implement a specialized form of a FSM:</p>
|
||||||
|
|
||||||
<ul>
|
<ul>
|
||||||
<li><a href="##(FSM_TASK)">#FSM_TASK</a>: Models Finite State Machines for <a href="Task.html">Task</a>s.</li>
|
<li><a href="##(FSM_TASK)">#FSM_TASK</a>: Models Finite State Machines for <a href="Task.html">Task</a>s.</li>
|
||||||
@ -5651,7 +5651,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
|
|||||||
<div>
|
<div>
|
||||||
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
||||||
|
|
||||||
#string
|
|
||||||
<a id="#(FSM)._StartState" ><strong>FSM._StartState</strong></a>
|
<a id="#(FSM)._StartState" ><strong>FSM._StartState</strong></a>
|
||||||
|
|
||||||
|
|
||||||
@ -7254,7 +7254,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
|
|||||||
<div>
|
<div>
|
||||||
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
||||||
|
|
||||||
#string
|
|
||||||
<a id="#(FSM)._StartState" ><strong>FSM._StartState</strong></a>
|
<a id="#(FSM)._StartState" ><strong>FSM._StartState</strong></a>
|
||||||
|
|
||||||
|
|
||||||
|
|||||||
@ -16158,17 +16158,6 @@ When moose is loading dynamically (for moose class development), tracing is swit
|
|||||||
|
|
||||||
<p>the y coordinate in meters.</p>
|
<p>the y coordinate in meters.</p>
|
||||||
|
|
||||||
</div>
|
|
||||||
|
|
||||||
</div>
|
|
||||||
<div>
|
|
||||||
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
|
||||||
|
|
||||||
|
|
||||||
<a id="#(POINT_VEC2).z" ><strong>POINT_VEC2.z</strong></a>
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
@ -16967,17 +16956,6 @@ When moose is loading dynamically (for moose class development), tracing is swit
|
|||||||
|
|
||||||
<p>the y coordinate in meters.</p>
|
<p>the y coordinate in meters.</p>
|
||||||
|
|
||||||
</div>
|
|
||||||
|
|
||||||
</div>
|
|
||||||
<div>
|
|
||||||
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
|
||||||
|
|
||||||
|
|
||||||
<a id="#(POINT_VEC2).z" ><strong>POINT_VEC2.z</strong></a>
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
@ -24711,17 +24689,6 @@ Creates a line on the F10 map from one point to another.</p>
|
|||||||
|
|
||||||
<p>the y coordinate in meters.</p>
|
<p>the y coordinate in meters.</p>
|
||||||
|
|
||||||
</div>
|
|
||||||
|
|
||||||
</div>
|
|
||||||
<div>
|
|
||||||
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
|
||||||
|
|
||||||
|
|
||||||
<a id="#(POINT_VEC2).z" ><strong>POINT_VEC2.z</strong></a>
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|||||||
@ -2714,7 +2714,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
|
|||||||
<div>
|
<div>
|
||||||
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
||||||
|
|
||||||
#string
|
|
||||||
<a id="#(SETTINGS).A2ASystem" ><strong>SETTINGS.A2ASystem</strong></a>
|
<a id="#(SETTINGS).A2ASystem" ><strong>SETTINGS.A2ASystem</strong></a>
|
||||||
|
|
||||||
|
|
||||||
@ -4819,7 +4819,7 @@ It is advised to use this method at the start of the mission.</p>
|
|||||||
<div>
|
<div>
|
||||||
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
||||||
|
|
||||||
#string
|
|
||||||
<a id="#(SETTINGS).A2ASystem" ><strong>SETTINGS.A2ASystem</strong></a>
|
<a id="#(SETTINGS).A2ASystem" ><strong>SETTINGS.A2ASystem</strong></a>
|
||||||
|
|
||||||
|
|
||||||
|
|||||||
@ -3418,6 +3418,20 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
|
|||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
</div>
|
||||||
|
|
||||||
|
</div>
|
||||||
|
<div>
|
||||||
|
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
||||||
|
|
||||||
|
#number
|
||||||
|
<a id="#(SPAWN).SpawnCount" ><strong>SPAWN.SpawnCount</strong></a>
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
<p> The internal counter of the amount of spawning the has happened since SpawnStart.</p>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
@ -3589,6 +3603,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
|
|||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
</div>
|
||||||
|
|
||||||
|
</div>
|
||||||
|
<div>
|
||||||
|
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
||||||
|
|
||||||
|
|
||||||
|
<a id="#(SPAWN).SpawnInitLivery" ><strong>SPAWN.SpawnInitLivery</strong></a>
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
@ -3780,17 +3805,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
|
|||||||
|
|
||||||
|
|
||||||
|
|
||||||
</div>
|
|
||||||
|
|
||||||
</div>
|
|
||||||
<div>
|
|
||||||
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
|
||||||
|
|
||||||
#boolean
|
|
||||||
<a id="#(SPAWN).SpawnUnControlled" ><strong>SPAWN.SpawnUnControlled</strong></a>
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
@ -3803,7 +3817,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
|
|||||||
|
|
||||||
|
|
||||||
|
|
||||||
<p> Flag that indicates if all the Groups of the SpawnGroup need to be visible when Spawned.</p>
|
<p> When the first Spawn executes, all the Groups need to be made visible before start.</p>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
@ -6398,7 +6412,7 @@ You can use the following enumerations to search for the pre-defined airbases on
|
|||||||
The known AIRBASE objects are automatically imported at mission start by MOOSE.
|
The known AIRBASE objects are automatically imported at mission start by MOOSE.
|
||||||
Therefore, there isn't any New() constructor defined for AIRBASE objects.</p>
|
Therefore, there isn't any New() constructor defined for AIRBASE objects.</p>
|
||||||
|
|
||||||
<p>Ships and Farps are added within the mission, and are therefore not known.
|
<p>Ships and FARPs are added within the mission, and are therefore not known.
|
||||||
For these AIRBASE objects, there isn't an <a href="Wrapper.Airbase.html##(AIRBASE)">Wrapper.Airbase#AIRBASE</a> enumeration defined.
|
For these AIRBASE objects, there isn't an <a href="Wrapper.Airbase.html##(AIRBASE)">Wrapper.Airbase#AIRBASE</a> enumeration defined.
|
||||||
You need to provide the <strong>exact name</strong> of the airbase as the parameter to the <a href="Wrapper.Airbase.html##(AIRBASE).FindByName">Wrapper.Airbase#AIRBASE.FindByName</a>() method!</p>
|
You need to provide the <strong>exact name</strong> of the airbase as the parameter to the <a href="Wrapper.Airbase.html##(AIRBASE).FindByName">Wrapper.Airbase#AIRBASE.FindByName</a>() method!</p>
|
||||||
|
|
||||||
@ -8758,6 +8772,20 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.</p
|
|||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
</div>
|
||||||
|
|
||||||
|
</div>
|
||||||
|
<div>
|
||||||
|
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
||||||
|
|
||||||
|
#number
|
||||||
|
<a id="#(SPAWN).SpawnCount" ><strong>SPAWN.SpawnCount</strong></a>
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
<p> The internal counter of the amount of spawning the has happened since SpawnStart.</p>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
@ -8929,6 +8957,17 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.</p
|
|||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
</div>
|
||||||
|
|
||||||
|
</div>
|
||||||
|
<div>
|
||||||
|
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
||||||
|
|
||||||
|
|
||||||
|
<a id="#(SPAWN).SpawnInitLivery" ><strong>SPAWN.SpawnInitLivery</strong></a>
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
@ -9120,17 +9159,6 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.</p
|
|||||||
|
|
||||||
|
|
||||||
|
|
||||||
</div>
|
|
||||||
|
|
||||||
</div>
|
|
||||||
<div>
|
|
||||||
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
|
||||||
|
|
||||||
#boolean
|
|
||||||
<a id="#(SPAWN).SpawnUnControlled" ><strong>SPAWN.SpawnUnControlled</strong></a>
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
@ -9143,7 +9171,7 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.</p
|
|||||||
|
|
||||||
|
|
||||||
|
|
||||||
<p> Flag that indicates if all the Groups of the SpawnGroup need to be visible when Spawned.</p>
|
<p> When the first Spawn executes, all the Groups need to be made visible before start.</p>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
|
|||||||
@ -1865,24 +1865,6 @@ such as position and heading.</p>
|
|||||||
<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(SPAWNSTATIC)._SpawnStatic">SPAWNSTATIC:_SpawnStatic(Template, CountryID)</a></p></td>
|
<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(SPAWNSTATIC)._SpawnStatic">SPAWNSTATIC:_SpawnStatic(Template, CountryID)</a></p></td>
|
||||||
<td class="summary w3-half w3-container" style="word-wrap: break-word">
|
<td class="summary w3-half w3-container" style="word-wrap: break-word">
|
||||||
<p>Spawns a new static using a given template.</p>
|
<p>Spawns a new static using a given template.</p>
|
||||||
</td>
|
|
||||||
</tr>
|
|
||||||
<tr class="w3-border">
|
|
||||||
<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(SPAWNSTATIC).heliport_callsign_id">SPAWNSTATIC.heliport_callsign_id</a></p></td>
|
|
||||||
<td class="summary w3-half w3-container" style="word-wrap: break-word">
|
|
||||||
|
|
||||||
</td>
|
|
||||||
</tr>
|
|
||||||
<tr class="w3-border">
|
|
||||||
<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(SPAWNSTATIC).heliport_frequency">SPAWNSTATIC.heliport_frequency</a></p></td>
|
|
||||||
<td class="summary w3-half w3-container" style="word-wrap: break-word">
|
|
||||||
|
|
||||||
</td>
|
|
||||||
</tr>
|
|
||||||
<tr class="w3-border">
|
|
||||||
<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(SPAWNSTATIC).heliport_modulation">SPAWNSTATIC.heliport_modulation</a></p></td>
|
|
||||||
<td class="summary w3-half w3-container" style="word-wrap: break-word">
|
|
||||||
|
|
||||||
</td>
|
</td>
|
||||||
</tr>
|
</tr>
|
||||||
</table>
|
</table>
|
||||||
@ -2789,39 +2771,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
|
|||||||
|
|
||||||
|
|
||||||
|
|
||||||
</div>
|
|
||||||
|
|
||||||
</div>
|
|
||||||
<div>
|
|
||||||
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
|
||||||
|
|
||||||
|
|
||||||
<a id="#(SPAWNSTATIC).heliport_callsign_id" ><strong>SPAWNSTATIC.heliport_callsign_id</strong></a>
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
</div>
|
|
||||||
|
|
||||||
</div>
|
|
||||||
<div>
|
|
||||||
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
|
||||||
|
|
||||||
|
|
||||||
<a id="#(SPAWNSTATIC).heliport_frequency" ><strong>SPAWNSTATIC.heliport_frequency</strong></a>
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
</div>
|
|
||||||
|
|
||||||
</div>
|
|
||||||
<div>
|
|
||||||
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
|
||||||
|
|
||||||
|
|
||||||
<a id="#(SPAWNSTATIC).heliport_modulation" ><strong>SPAWNSTATIC.heliport_modulation</strong></a>
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
@ -4043,39 +3992,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
|
|||||||
|
|
||||||
|
|
||||||
|
|
||||||
</div>
|
|
||||||
|
|
||||||
</div>
|
|
||||||
<div>
|
|
||||||
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
|
||||||
|
|
||||||
|
|
||||||
<a id="#(SPAWNSTATIC).heliport_callsign_id" ><strong>SPAWNSTATIC.heliport_callsign_id</strong></a>
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
</div>
|
|
||||||
|
|
||||||
</div>
|
|
||||||
<div>
|
|
||||||
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
|
||||||
|
|
||||||
|
|
||||||
<a id="#(SPAWNSTATIC).heliport_frequency" ><strong>SPAWNSTATIC.heliport_frequency</strong></a>
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
</div>
|
|
||||||
|
|
||||||
</div>
|
|
||||||
<div>
|
|
||||||
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
|
||||||
|
|
||||||
|
|
||||||
<a id="#(SPAWNSTATIC).heliport_modulation" ><strong>SPAWNSTATIC.heliport_modulation</strong></a>
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|||||||
@ -1505,7 +1505,7 @@ Controls a network of short range air/missile defense groups.</p>
|
|||||||
<li>Create polygon zones.</li>
|
<li>Create polygon zones.</li>
|
||||||
<li>Create moving zones around a unit.</li>
|
<li>Create moving zones around a unit.</li>
|
||||||
<li>Create moving zones around a group.</li>
|
<li>Create moving zones around a group.</li>
|
||||||
<li>Provide the zone behaviour. Some zones are static, while others are moveable.</li>
|
<li>Provide the zone behavior. Some zones are static, while others are moveable.</li>
|
||||||
<li>Enquiry if a coordinate is within a zone.</li>
|
<li>Enquiry if a coordinate is within a zone.</li>
|
||||||
<li>Smoke zones.</li>
|
<li>Smoke zones.</li>
|
||||||
<li>Set a zone probability to control zone selection.</li>
|
<li>Set a zone probability to control zone selection.</li>
|
||||||
@ -1517,11 +1517,11 @@ Controls a network of short range air/missile defense groups.</p>
|
|||||||
</ul>
|
</ul>
|
||||||
|
|
||||||
|
|
||||||
<p>There are essentially two core functions that zones accomodate:</p>
|
<p>There are essentially two core functions that zones accommodate:</p>
|
||||||
|
|
||||||
<ul>
|
<ul>
|
||||||
<li>Test if an object is within the zone boundaries.</li>
|
<li>Test if an object is within the zone boundaries.</li>
|
||||||
<li>Provide the zone behaviour. Some zones are static, while others are moveable.</li>
|
<li>Provide the zone behavior. Some zones are static, while others are moveable.</li>
|
||||||
</ul>
|
</ul>
|
||||||
|
|
||||||
<p>The object classes are using the zone classes to test the zone boundaries, which can take various forms:</p>
|
<p>The object classes are using the zone classes to test the zone boundaries, which can take various forms:</p>
|
||||||
@ -12662,7 +12662,7 @@ Returns the Coalition for the given Coalition if there are units of the Coalitio
|
|||||||
<p>Is All in Zone of Coalition?</p>
|
<p>Is All in Zone of Coalition?</p>
|
||||||
|
|
||||||
|
|
||||||
<p>Check if only the specifed coalition is inside the zone and noone else.</p>
|
<p>Check if only the specified coalition is inside the zone and noone else.</p>
|
||||||
|
|
||||||
<div id= "#Functions##IsAllInZoneOfCoalition" class="w3-show w3-white">
|
<div id= "#Functions##IsAllInZoneOfCoalition" class="w3-show w3-white">
|
||||||
<div class="w3-container w3-white" id="functiontype">
|
<div class="w3-container w3-white" id="functiontype">
|
||||||
@ -12787,8 +12787,10 @@ Note that once a zone has been scanned, multiple evaluations can be done on the
|
|||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
<h2><strong>Usage:</strong></h2>
|
<h2><strong>Usage:</strong></h2>
|
||||||
<pre class="example"><code> self.Zone:Scan()
|
<pre class="example"><code>
|
||||||
local IsEmpty = self.Zone:IsNoneInZone()</code></pre>
|
self.Zone:Scan()
|
||||||
|
local IsEmpty = self.Zone:IsNoneInZone()
|
||||||
|
</code></pre>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
@ -12836,8 +12838,10 @@ Note that once a zone has been scanned, multiple evaluations can be done on the
|
|||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
<h2><strong>Usage:</strong></h2>
|
<h2><strong>Usage:</strong></h2>
|
||||||
<pre class="example"><code> self.Zone:Scan()
|
<pre class="example"><code>
|
||||||
local IsOccupied = self.Zone:IsNoneInZoneOfCoalition( self.Coalition )</code></pre>
|
self.Zone:Scan()
|
||||||
|
local IsOccupied = self.Zone:IsNoneInZoneOfCoalition( self.Coalition )
|
||||||
|
</code></pre>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
@ -12853,7 +12857,7 @@ Note that once a zone has been scanned, multiple evaluations can be done on the
|
|||||||
<p>Is Some in Zone of Coalition?</p>
|
<p>Is Some in Zone of Coalition?</p>
|
||||||
|
|
||||||
|
|
||||||
<p>Check if more than one coaltion is inside the zone and the specifed coalition is one of them.
|
<p>Check if more than one coalition is inside the zone and the specified coalition is one of them.
|
||||||
You first need to use the <a href="##(ZONE_RADIUS).Scan">ZONE_RADIUS.Scan</a> method to scan the zone before it can be evaluated!
|
You first need to use the <a href="##(ZONE_RADIUS).Scan">ZONE_RADIUS.Scan</a> method to scan the zone before it can be evaluated!
|
||||||
Note that once a zone has been scanned, multiple evaluations can be done on the scan result set.</p>
|
Note that once a zone has been scanned, multiple evaluations can be done on the scan result set.</p>
|
||||||
|
|
||||||
@ -12873,7 +12877,7 @@ Note that once a zone has been scanned, multiple evaluations can be done on the
|
|||||||
</div>
|
</div>
|
||||||
<div class="w3-half">
|
<div class="w3-half">
|
||||||
|
|
||||||
<p>ID of the coaliton which is checked to be inside the zone.</p>
|
<p>ID of the coalition which is checked to be inside the zone.</p>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
@ -12889,8 +12893,10 @@ Note that once a zone has been scanned, multiple evaluations can be done on the
|
|||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
<h2><strong>Usage:</strong></h2>
|
<h2><strong>Usage:</strong></h2>
|
||||||
<pre class="example"><code> self.Zone:Scan()
|
<pre class="example"><code>
|
||||||
local IsAttacked = self.Zone:IsSomeInZoneOfCoalition( self.Coalition )</code></pre>
|
self.Zone:Scan()
|
||||||
|
local IsAttacked = self.Zone:IsSomeInZoneOfCoalition( self.Coalition )
|
||||||
|
</code></pre>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
@ -14705,7 +14711,7 @@ Returns the Coalition for the given Coalition if there are units of the Coalitio
|
|||||||
<p>Is All in Zone of Coalition?</p>
|
<p>Is All in Zone of Coalition?</p>
|
||||||
|
|
||||||
|
|
||||||
<p>Check if only the specifed coalition is inside the zone and noone else.</p>
|
<p>Check if only the specified coalition is inside the zone and noone else.</p>
|
||||||
|
|
||||||
<div id= "#Functions##IsAllInZoneOfCoalition" class="w3-show w3-white">
|
<div id= "#Functions##IsAllInZoneOfCoalition" class="w3-show w3-white">
|
||||||
<div class="w3-container w3-white" id="functiontype">
|
<div class="w3-container w3-white" id="functiontype">
|
||||||
@ -14830,8 +14836,10 @@ Note that once a zone has been scanned, multiple evaluations can be done on the
|
|||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
<h2><strong>Usage:</strong></h2>
|
<h2><strong>Usage:</strong></h2>
|
||||||
<pre class="example"><code> self.Zone:Scan()
|
<pre class="example"><code>
|
||||||
local IsEmpty = self.Zone:IsNoneInZone()</code></pre>
|
self.Zone:Scan()
|
||||||
|
local IsEmpty = self.Zone:IsNoneInZone()
|
||||||
|
</code></pre>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
@ -14879,8 +14887,10 @@ Note that once a zone has been scanned, multiple evaluations can be done on the
|
|||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
<h2><strong>Usage:</strong></h2>
|
<h2><strong>Usage:</strong></h2>
|
||||||
<pre class="example"><code> self.Zone:Scan()
|
<pre class="example"><code>
|
||||||
local IsOccupied = self.Zone:IsNoneInZoneOfCoalition( self.Coalition )</code></pre>
|
self.Zone:Scan()
|
||||||
|
local IsOccupied = self.Zone:IsNoneInZoneOfCoalition( self.Coalition )
|
||||||
|
</code></pre>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
@ -14896,7 +14906,7 @@ Note that once a zone has been scanned, multiple evaluations can be done on the
|
|||||||
<p>Is Some in Zone of Coalition?</p>
|
<p>Is Some in Zone of Coalition?</p>
|
||||||
|
|
||||||
|
|
||||||
<p>Check if more than one coaltion is inside the zone and the specifed coalition is one of them.
|
<p>Check if more than one coalition is inside the zone and the specified coalition is one of them.
|
||||||
You first need to use the <a href="##(ZONE_RADIUS).Scan">ZONE_RADIUS.Scan</a> method to scan the zone before it can be evaluated!
|
You first need to use the <a href="##(ZONE_RADIUS).Scan">ZONE_RADIUS.Scan</a> method to scan the zone before it can be evaluated!
|
||||||
Note that once a zone has been scanned, multiple evaluations can be done on the scan result set.</p>
|
Note that once a zone has been scanned, multiple evaluations can be done on the scan result set.</p>
|
||||||
|
|
||||||
@ -14916,7 +14926,7 @@ Note that once a zone has been scanned, multiple evaluations can be done on the
|
|||||||
</div>
|
</div>
|
||||||
<div class="w3-half">
|
<div class="w3-half">
|
||||||
|
|
||||||
<p>ID of the coaliton which is checked to be inside the zone.</p>
|
<p>ID of the coalition which is checked to be inside the zone.</p>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
@ -14932,8 +14942,10 @@ Note that once a zone has been scanned, multiple evaluations can be done on the
|
|||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
<h2><strong>Usage:</strong></h2>
|
<h2><strong>Usage:</strong></h2>
|
||||||
<pre class="example"><code> self.Zone:Scan()
|
<pre class="example"><code>
|
||||||
local IsAttacked = self.Zone:IsSomeInZoneOfCoalition( self.Coalition )</code></pre>
|
self.Zone:Scan()
|
||||||
|
local IsAttacked = self.Zone:IsSomeInZoneOfCoalition( self.Coalition )
|
||||||
|
</code></pre>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
|
|||||||
@ -3323,7 +3323,7 @@ normandy:Start()
|
|||||||
<tr class="w3-border">
|
<tr class="w3-border">
|
||||||
<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(ARTY).report">ARTY.report</a></p></td>
|
<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(ARTY).report">ARTY.report</a></p></td>
|
||||||
<td class="summary w3-half w3-container" style="word-wrap: break-word">
|
<td class="summary w3-half w3-container" style="word-wrap: break-word">
|
||||||
<p>Arty group sends messages about their current state or target to its coaliton.</p>
|
<p>Arty group sends messages about their current state or target to its coalition.</p>
|
||||||
</td>
|
</td>
|
||||||
</tr>
|
</tr>
|
||||||
<tr class="w3-border">
|
<tr class="w3-border">
|
||||||
@ -5216,7 +5216,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
|
|||||||
#boolean
|
#boolean
|
||||||
<a id="#(ARTY).report" ><strong>ARTY.report</strong></a>
|
<a id="#(ARTY).report" ><strong>ARTY.report</strong></a>
|
||||||
|
|
||||||
<p>Arty group sends messages about their current state or target to its coaliton.</p>
|
<p>Arty group sends messages about their current state or target to its coalition.</p>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
@ -14145,7 +14145,7 @@ The illumination bomb will burn for 300 seconds (5 minutes). Assuming a descent
|
|||||||
#boolean
|
#boolean
|
||||||
<a id="#(ARTY).report" ><strong>ARTY.report</strong></a>
|
<a id="#(ARTY).report" ><strong>ARTY.report</strong></a>
|
||||||
|
|
||||||
<p>Arty group sends messages about their current state or target to its coaliton.</p>
|
<p>Arty group sends messages about their current state or target to its coalition.</p>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
@ -15497,7 +15497,7 @@ The illumination bomb will burn for 300 seconds (5 minutes). Assuming a descent
|
|||||||
#boolean
|
#boolean
|
||||||
<a id="#(ARTY).report" ><strong>ARTY.report</strong></a>
|
<a id="#(ARTY).report" ><strong>ARTY.report</strong></a>
|
||||||
|
|
||||||
<p>Arty group sends messages about their current state or target to its coaliton.</p>
|
<p>Arty group sends messages about their current state or target to its coalition.</p>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
@ -17741,7 +17741,7 @@ The illumination bomb will burn for 300 seconds (5 minutes). Assuming a descent
|
|||||||
#boolean
|
#boolean
|
||||||
<a id="#(ARTY).report" ><strong>ARTY.report</strong></a>
|
<a id="#(ARTY).report" ><strong>ARTY.report</strong></a>
|
||||||
|
|
||||||
<p>Arty group sends messages about their current state or target to its coaliton.</p>
|
<p>Arty group sends messages about their current state or target to its coalition.</p>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
|
|||||||
@ -3433,6 +3433,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
|
|||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
</div>
|
||||||
|
|
||||||
|
</div>
|
||||||
|
<div>
|
||||||
|
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
||||||
|
|
||||||
|
#table
|
||||||
|
<a id="#(DESIGNATE).LaserCodes" ><strong>DESIGNATE.LaserCodes</strong></a>
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
@ -6590,6 +6601,17 @@ Designate:SetFlashStatusMenu( false )</code></pre>
|
|||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
</div>
|
||||||
|
|
||||||
|
</div>
|
||||||
|
<div>
|
||||||
|
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
||||||
|
|
||||||
|
#table
|
||||||
|
<a id="#(DESIGNATE).LaserCodes" ><strong>DESIGNATE.LaserCodes</strong></a>
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
@ -7389,6 +7411,17 @@ Designate:SetFlashStatusMenu( false )</code></pre>
|
|||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
</div>
|
||||||
|
|
||||||
|
</div>
|
||||||
|
<div>
|
||||||
|
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
||||||
|
|
||||||
|
#table
|
||||||
|
<a id="#(DESIGNATE).LaserCodes" ><strong>DESIGNATE.LaserCodes</strong></a>
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
@ -8158,6 +8191,17 @@ Designate:SetFlashStatusMenu( false )</code></pre>
|
|||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
</div>
|
||||||
|
|
||||||
|
</div>
|
||||||
|
<div>
|
||||||
|
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
||||||
|
|
||||||
|
#table
|
||||||
|
<a id="#(DESIGNATE).LaserCodes" ><strong>DESIGNATE.LaserCodes</strong></a>
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
@ -9819,6 +9863,17 @@ Designate:SetFlashStatusMenu( false )</code></pre>
|
|||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
</div>
|
||||||
|
|
||||||
|
</div>
|
||||||
|
<div>
|
||||||
|
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
||||||
|
|
||||||
|
#table
|
||||||
|
<a id="#(DESIGNATE).LaserCodes" ><strong>DESIGNATE.LaserCodes</strong></a>
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|||||||
@ -18954,7 +18954,7 @@ When moose is loading dynamically (for moose class development), tracing is swit
|
|||||||
<div>
|
<div>
|
||||||
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
||||||
|
|
||||||
|
#number
|
||||||
<a id="#(DETECTION_BASE).RefreshTimeInterval" ><strong>DETECTION_BASE.RefreshTimeInterval</strong></a>
|
<a id="#(DETECTION_BASE).RefreshTimeInterval" ><strong>DETECTION_BASE.RefreshTimeInterval</strong></a>
|
||||||
|
|
||||||
|
|
||||||
@ -23678,7 +23678,7 @@ zones that reflect cloudy areas where detected units may not be so easily visual
|
|||||||
<div>
|
<div>
|
||||||
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
||||||
|
|
||||||
|
#number
|
||||||
<a id="#(DETECTION_BASE).RefreshTimeInterval" ><strong>DETECTION_BASE.RefreshTimeInterval</strong></a>
|
<a id="#(DETECTION_BASE).RefreshTimeInterval" ><strong>DETECTION_BASE.RefreshTimeInterval</strong></a>
|
||||||
|
|
||||||
|
|
||||||
@ -25457,7 +25457,7 @@ zones that reflect cloudy areas where detected units may not be so easily visual
|
|||||||
<div>
|
<div>
|
||||||
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
||||||
|
|
||||||
|
#number
|
||||||
<a id="#(DETECTION_BASE).RefreshTimeInterval" ><strong>DETECTION_BASE.RefreshTimeInterval</strong></a>
|
<a id="#(DETECTION_BASE).RefreshTimeInterval" ><strong>DETECTION_BASE.RefreshTimeInterval</strong></a>
|
||||||
|
|
||||||
|
|
||||||
|
|||||||
@ -2899,6 +2899,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
|
|||||||
|
|
||||||
<p>The #DETECTION_AREAS object for AWACS</p>
|
<p>The #DETECTION_AREAS object for AWACS</p>
|
||||||
|
|
||||||
|
</div>
|
||||||
|
|
||||||
|
</div>
|
||||||
|
<div>
|
||||||
|
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
||||||
|
|
||||||
|
|
||||||
|
<a id="#(MANTIS).AWACS_Prefix" ><strong>MANTIS.AWACS_Prefix</strong></a>
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
@ -3334,6 +3345,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
|
|||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
<p> switch alarm state RED</p>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
@ -6550,6 +6564,17 @@ E.g. `mymantis:SetAdvancedMode(true, 90)`</code></pre>
|
|||||||
|
|
||||||
<p>The #DETECTION_AREAS object for AWACS</p>
|
<p>The #DETECTION_AREAS object for AWACS</p>
|
||||||
|
|
||||||
|
</div>
|
||||||
|
|
||||||
|
</div>
|
||||||
|
<div>
|
||||||
|
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
||||||
|
|
||||||
|
|
||||||
|
<a id="#(MANTIS).AWACS_Prefix" ><strong>MANTIS.AWACS_Prefix</strong></a>
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
@ -6985,6 +7010,9 @@ E.g. `mymantis:SetAdvancedMode(true, 90)`</code></pre>
|
|||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
<p> switch alarm state RED</p>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|||||||
@ -3009,7 +3009,7 @@ manager:Stop(7200)
|
|||||||
<tr class="w3-border">
|
<tr class="w3-border">
|
||||||
<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(RAT).ctable">RAT.ctable</a></p></td>
|
<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(RAT).ctable">RAT.ctable</a></p></td>
|
||||||
<td class="summary w3-half w3-container" style="word-wrap: break-word">
|
<td class="summary w3-half w3-container" style="word-wrap: break-word">
|
||||||
<p>Table with the valid coalitons from choice self.friendly.</p>
|
<p>Table with the valid coalitions from choice self.friendly.</p>
|
||||||
</td>
|
</td>
|
||||||
</tr>
|
</tr>
|
||||||
<tr class="w3-border">
|
<tr class="w3-border">
|
||||||
@ -3358,6 +3358,12 @@ manager:Stop(7200)
|
|||||||
<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(RAT).termtype">RAT.termtype</a></p></td>
|
<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(RAT).termtype">RAT.termtype</a></p></td>
|
||||||
<td class="summary w3-half w3-container" style="word-wrap: break-word">
|
<td class="summary w3-half w3-container" style="word-wrap: break-word">
|
||||||
<p>Type of terminal to be used when spawning at an airbase.</p>
|
<p>Type of terminal to be used when spawning at an airbase.</p>
|
||||||
|
</td>
|
||||||
|
</tr>
|
||||||
|
<tr class="w3-border">
|
||||||
|
<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(RAT).type">RAT.type</a></p></td>
|
||||||
|
<td class="summary w3-half w3-container" style="word-wrap: break-word">
|
||||||
|
|
||||||
</td>
|
</td>
|
||||||
</tr>
|
</tr>
|
||||||
<tr class="w3-border">
|
<tr class="w3-border">
|
||||||
@ -6048,7 +6054,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
|
|||||||
#table
|
#table
|
||||||
<a id="#(RAT).ctable" ><strong>RAT.ctable</strong></a>
|
<a id="#(RAT).ctable" ><strong>RAT.ctable</strong></a>
|
||||||
|
|
||||||
<p>Table with the valid coalitons from choice self.friendly.</p>
|
<p>Table with the valid coalitions from choice self.friendly.</p>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
@ -6688,6 +6694,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
|
|||||||
|
|
||||||
<p>Type of terminal to be used when spawning at an airbase.</p>
|
<p>Type of terminal to be used when spawning at an airbase.</p>
|
||||||
|
|
||||||
|
</div>
|
||||||
|
|
||||||
|
</div>
|
||||||
|
<div>
|
||||||
|
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
||||||
|
|
||||||
|
|
||||||
|
<a id="#(RAT).type" ><strong>RAT.type</strong></a>
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
@ -10178,7 +10195,7 @@ c17:Spawn(5)</code></pre>
|
|||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
<h2><strong>Usage:</strong></h2>
|
<h2><strong>Usage:</strong></h2>
|
||||||
<pre class="example"><code>yak:Spawn(5) will spawn five aircraft. By default aircraft will spawn at neutral and red airports if the template group is part of the red coaliton.</code></pre>
|
<pre class="example"><code>yak:Spawn(5) will spawn five aircraft. By default aircraft will spawn at neutral and red airports if the template group is part of the red coalition.</code></pre>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
@ -13928,7 +13945,7 @@ Initializes the ratcraft array and group menu.</p>
|
|||||||
#table
|
#table
|
||||||
<a id="#(RAT).ctable" ><strong>RAT.ctable</strong></a>
|
<a id="#(RAT).ctable" ><strong>RAT.ctable</strong></a>
|
||||||
|
|
||||||
<p>Table with the valid coalitons from choice self.friendly.</p>
|
<p>Table with the valid coalitions from choice self.friendly.</p>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
@ -14568,6 +14585,17 @@ Initializes the ratcraft array and group menu.</p>
|
|||||||
|
|
||||||
<p>Type of terminal to be used when spawning at an airbase.</p>
|
<p>Type of terminal to be used when spawning at an airbase.</p>
|
||||||
|
|
||||||
|
</div>
|
||||||
|
|
||||||
|
</div>
|
||||||
|
<div>
|
||||||
|
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
||||||
|
|
||||||
|
|
||||||
|
<a id="#(RAT).type" ><strong>RAT.type</strong></a>
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
@ -17177,7 +17205,7 @@ You can use the following enumerations to search for the pre-defined airbases on
|
|||||||
The known AIRBASE objects are automatically imported at mission start by MOOSE.
|
The known AIRBASE objects are automatically imported at mission start by MOOSE.
|
||||||
Therefore, there isn't any New() constructor defined for AIRBASE objects.</p>
|
Therefore, there isn't any New() constructor defined for AIRBASE objects.</p>
|
||||||
|
|
||||||
<p>Ships and Farps are added within the mission, and are therefore not known.
|
<p>Ships and FARPs are added within the mission, and are therefore not known.
|
||||||
For these AIRBASE objects, there isn't an <a href="Wrapper.Airbase.html##(AIRBASE)">Wrapper.Airbase#AIRBASE</a> enumeration defined.
|
For these AIRBASE objects, there isn't an <a href="Wrapper.Airbase.html##(AIRBASE)">Wrapper.Airbase#AIRBASE</a> enumeration defined.
|
||||||
You need to provide the <strong>exact name</strong> of the airbase as the parameter to the <a href="Wrapper.Airbase.html##(AIRBASE).FindByName">Wrapper.Airbase#AIRBASE.FindByName</a>() method!</p>
|
You need to provide the <strong>exact name</strong> of the airbase as the parameter to the <a href="Wrapper.Airbase.html##(AIRBASE).FindByName">Wrapper.Airbase#AIRBASE.FindByName</a>() method!</p>
|
||||||
|
|
||||||
@ -19889,7 +19917,7 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.</p
|
|||||||
#table
|
#table
|
||||||
<a id="#(RAT).ctable" ><strong>RAT.ctable</strong></a>
|
<a id="#(RAT).ctable" ><strong>RAT.ctable</strong></a>
|
||||||
|
|
||||||
<p>Table with the valid coalitons from choice self.friendly.</p>
|
<p>Table with the valid coalitions from choice self.friendly.</p>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
@ -20529,6 +20557,17 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.</p
|
|||||||
|
|
||||||
<p>Type of terminal to be used when spawning at an airbase.</p>
|
<p>Type of terminal to be used when spawning at an airbase.</p>
|
||||||
|
|
||||||
|
</div>
|
||||||
|
|
||||||
|
</div>
|
||||||
|
<div>
|
||||||
|
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
||||||
|
|
||||||
|
|
||||||
|
<a id="#(RAT).type" ><strong>RAT.type</strong></a>
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|||||||
@ -1535,7 +1535,7 @@ The total score of the player is calculated by <strong>adding the scores minus t
|
|||||||
<p><img src="..\Presentations\SCORING\Dia4.JPG" alt="Banner Image"/></p>
|
<p><img src="..\Presentations\SCORING\Dia4.JPG" alt="Banner Image"/></p>
|
||||||
|
|
||||||
<p>The score value is calculated based on the <strong>threat level of the player</strong> and the <strong>threat level of the target</strong>.
|
<p>The score value is calculated based on the <strong>threat level of the player</strong> and the <strong>threat level of the target</strong>.
|
||||||
A calculated score takes the threat level of the target divided by a balanced threat level of the player unit. <br/>
|
A calculated score takes the threat level of the target divided by a balanced threat level of the player unit.
|
||||||
As such, if the threat level of the target is high, and the player threat level is low, a higher score will be given than
|
As such, if the threat level of the target is high, and the player threat level is low, a higher score will be given than
|
||||||
if the threat level of the player would be high too.</p>
|
if the threat level of the player would be high too.</p>
|
||||||
|
|
||||||
@ -1559,13 +1559,13 @@ The default range of the scores granted is a value between 0 and 10. The default
|
|||||||
<p>Various <a href="Zone.html">Zone</a>s can be defined for which scores are also granted when objects in that <a href="Zone.html">Zone</a> are destroyed.
|
<p>Various <a href="Zone.html">Zone</a>s can be defined for which scores are also granted when objects in that <a href="Zone.html">Zone</a> are destroyed.
|
||||||
This is <strong>specifically useful</strong> to designate <strong>scenery targets on the map</strong> that will generate points when destroyed.</p>
|
This is <strong>specifically useful</strong> to designate <strong>scenery targets on the map</strong> that will generate points when destroyed.</p>
|
||||||
|
|
||||||
<p>With a small change in MissionScripting.lua, the scoring results can also be logged in a <strong>CSV file</strong>. <br/>
|
<p>With a small change in MissionScripting.lua, the scoring results can also be logged in a <strong>CSV file</strong>.
|
||||||
These CSV files can be used to:</p>
|
These CSV files can be used to:</p>
|
||||||
|
|
||||||
<ul>
|
<ul>
|
||||||
<li>Upload scoring to a database or a BI tool to publish the scoring results to the player community.</li>
|
<li>Upload scoring to a database or a BI tool to publish the scoring results to the player community.</li>
|
||||||
<li>Upload scoring in an (online) Excel like tool, using pivot tables and pivot charts to show mission results.</li>
|
<li>Upload scoring in an (online) Excel like tool, using pivot tables and pivot charts to show mission results.</li>
|
||||||
<li>Share scoring amoung players after the mission to discuss mission results.</li>
|
<li>Share scoring among players after the mission to discuss mission results.</li>
|
||||||
</ul>
|
</ul>
|
||||||
|
|
||||||
<p>Scores can be <strong>reported</strong>. <strong>Menu options</strong> are automatically added to <strong>each player group</strong> when a player joins a client slot or a CA unit.
|
<p>Scores can be <strong>reported</strong>. <strong>Menu options</strong> are automatically added to <strong>each player group</strong> when a player joins a client slot or a CA unit.
|
||||||
@ -1601,7 +1601,6 @@ Scores can be reported for your user, or an overall score can be reported of all
|
|||||||
<pre><code> local Scoring = SCORING:New( "Scoring File" )
|
<pre><code> local Scoring = SCORING:New( "Scoring File" )
|
||||||
</code></pre>
|
</code></pre>
|
||||||
|
|
||||||
|
|
||||||
<h1>Set the destroy score or penalty scale:</h1>
|
<h1>Set the destroy score or penalty scale:</h1>
|
||||||
|
|
||||||
<p>Score scales can be set for scores granted when enemies or friendlies are destroyed.</p>
|
<p>Score scales can be set for scores granted when enemies or friendlies are destroyed.</p>
|
||||||
@ -1622,7 +1621,6 @@ Scores can be reported for your user, or an overall score can be reported of all
|
|||||||
<pre><code> local Scoring = SCORING:New( "Scoring File" )
|
<pre><code> local Scoring = SCORING:New( "Scoring File" )
|
||||||
</code></pre>
|
</code></pre>
|
||||||
|
|
||||||
|
|
||||||
<h1>Set the destroy score or penalty scale:</h1>
|
<h1>Set the destroy score or penalty scale:</h1>
|
||||||
|
|
||||||
<p>Score scales can be set for scores granted when enemies or friendlies are destroyed.</p>
|
<p>Score scales can be set for scores granted when enemies or friendlies are destroyed.</p>
|
||||||
@ -1642,8 +1640,8 @@ The penalties will be given in a scale from 0 to 40.</p>
|
|||||||
<h1>Define special targets that will give extra scores:</h1>
|
<h1>Define special targets that will give extra scores:</h1>
|
||||||
|
|
||||||
<p>Special targets can be set that will give extra scores to the players when these are destroyed.
|
<p>Special targets can be set that will give extra scores to the players when these are destroyed.
|
||||||
Use the methods <a href="##(SCORING).AddUnitScore">SCORING.AddUnitScore</a>() and <a href="##(SCORING).RemoveUnitScore">SCORING.RemoveUnitScore</a>() to specify a special additional score for a specific <a href="Wrapper.Unit.html">Wrapper.Unit</a>s. <br/>
|
Use the methods <a href="##(SCORING).AddUnitScore">SCORING.AddUnitScore</a>() and <a href="##(SCORING).RemoveUnitScore">SCORING.RemoveUnitScore</a>() to specify a special additional score for a specific <a href="Wrapper.Unit.html">Wrapper.Unit</a>s.
|
||||||
Use the methods <a href="##(SCORING).AddStaticScore">SCORING.AddStaticScore</a>() and <a href="##(SCORING).RemoveStaticScore">SCORING.RemoveStaticScore</a>() to specify a special additional score for a specific <a href="Static.html">Static</a>s. <br/>
|
Use the methods <a href="##(SCORING).AddStaticScore">SCORING.AddStaticScore</a>() and <a href="##(SCORING).RemoveStaticScore">SCORING.RemoveStaticScore</a>() to specify a special additional score for a specific <a href="Static.html">Static</a>s.
|
||||||
Use the method <a href="##(SCORING).SetGroupGroup">SCORING.SetGroupGroup</a>() to specify a special additional score for a specific <a href="Wrapper.Group.html">Wrapper.Group</a>s.</p>
|
Use the method <a href="##(SCORING).SetGroupGroup">SCORING.SetGroupGroup</a>() to specify a special additional score for a specific <a href="Wrapper.Group.html">Wrapper.Group</a>s.</p>
|
||||||
|
|
||||||
<pre><code> local Scoring = SCORING:New( "Scoring File" )
|
<pre><code> local Scoring = SCORING:New( "Scoring File" )
|
||||||
@ -1661,8 +1659,8 @@ For example, this can be done as follows:</p>
|
|||||||
<h1>Define destruction zones that will give extra scores:</h1>
|
<h1>Define destruction zones that will give extra scores:</h1>
|
||||||
|
|
||||||
<p>Define zones of destruction. Any object destroyed within the zone of the given category will give extra points.
|
<p>Define zones of destruction. Any object destroyed within the zone of the given category will give extra points.
|
||||||
Use the method <a href="##(SCORING).AddZoneScore">SCORING.AddZoneScore</a>() to add a <a href="Zone.html">Zone</a> for additional scoring. <br/>
|
Use the method <a href="##(SCORING).AddZoneScore">SCORING.AddZoneScore</a>() to add a <a href="Zone.html">Zone</a> for additional scoring.
|
||||||
Use the method <a href="##(SCORING).RemoveZoneScore">SCORING.RemoveZoneScore</a>() to remove a <a href="Zone.html">Zone</a> for additional scoring. <br/>
|
Use the method <a href="##(SCORING).RemoveZoneScore">SCORING.RemoveZoneScore</a>() to remove a <a href="Zone.html">Zone</a> for additional scoring.
|
||||||
There are interesting variations that can be achieved with this functionality. For example, if the <a href="Zone.html">Zone</a> is a <a href="Core.Zone.html##(ZONE_UNIT)">Core.Zone#ZONE_UNIT</a>,
|
There are interesting variations that can be achieved with this functionality. For example, if the <a href="Zone.html">Zone</a> is a <a href="Core.Zone.html##(ZONE_UNIT)">Core.Zone#ZONE_UNIT</a>,
|
||||||
then the zone is a moving zone, and anything destroyed within that <a href="Zone.html">Zone</a> will generate points.
|
then the zone is a moving zone, and anything destroyed within that <a href="Zone.html">Zone</a> will generate points.
|
||||||
The other implementation could be to designate a scenery target (a building) in the mission editor surrounded by a <a href="Zone.html">Zone</a>,
|
The other implementation could be to designate a scenery target (a building) in the mission editor surrounded by a <a href="Zone.html">Zone</a>,
|
||||||
@ -1675,11 +1673,11 @@ Use the method <a href="##(SCORING).AddGoalScore">SCORING.AddGoalScore</a>() to
|
|||||||
|
|
||||||
<h1>(Decommissioned) Configure fratricide level.</h1>
|
<h1>(Decommissioned) Configure fratricide level.</h1>
|
||||||
|
|
||||||
<p><strong>This functionality is decomissioned until the DCS bug concerning Unit:destroy() not being functional in multi player for player units has been fixed by ED</strong>.</p>
|
<p><strong>This functionality is decommissioned until the DCS bug concerning Unit:destroy() not being functional in multi player for player units has been fixed by ED</strong>.</p>
|
||||||
|
|
||||||
<p>When a player commits too much damage to friendlies, his penalty score will reach a certain level.
|
<p>When a player commits too much damage to friendlies, his penalty score will reach a certain level.
|
||||||
Use the method <a href="##(SCORING).SetFratricide">SCORING.SetFratricide</a>() to define the level when a player gets kicked. <br/>
|
Use the method <a href="##(SCORING).SetFratricide">SCORING.SetFratricide</a>() to define the level when a player gets kicked.
|
||||||
By default, the fratricide level is the default penalty mutiplier * 2 for the penalty score.</p>
|
By default, the fratricide level is the default penalty multiplier * 2 for the penalty score.</p>
|
||||||
|
|
||||||
<h1>Penalty score when a player changes the coalition.</h1>
|
<h1>Penalty score when a player changes the coalition.</h1>
|
||||||
|
|
||||||
@ -1715,13 +1713,13 @@ For me, this installation folder is in <em>D:\Program Files\Eagle Dynamics\DCS W
|
|||||||
end
|
end
|
||||||
</code></pre>
|
</code></pre>
|
||||||
|
|
||||||
<p>When these lines are not sanitized, functions become available to check the time, and to write files to your system at the above specified location. <br/>
|
<p>When these lines are not sanitized, functions become available to check the time, and to write files to your system at the above specified location.
|
||||||
Note that the MissionScripting.lua file provides a warning. So please beware of this warning as outlined by Eagle Dynamics!</p>
|
Note that the MissionScripting.lua file provides a warning. So please beware of this warning as outlined by Eagle Dynamics!</p>
|
||||||
|
|
||||||
<pre><code> --Sanitize Mission Scripting environment
|
<pre><code> --Sanitize Mission Scripting environment
|
||||||
--This makes unavailable some unsecure functions.
|
--This makes unavailable some unsecure functions.
|
||||||
--Mission downloaded from server to client may contain potentialy harmful lua code that may use these functions.
|
--Mission downloaded from server to client may contain potentially harmful lua code that may use these functions.
|
||||||
--You can remove the code below and make availble these functions at your own risk.
|
--You can remove the code below and make available these functions at your own risk.
|
||||||
</code></pre>
|
</code></pre>
|
||||||
|
|
||||||
<p>The MOOSE designer cannot take any responsibility of any damage inflicted as a result of the de-sanitization.
|
<p>The MOOSE designer cannot take any responsibility of any damage inflicted as a result of the de-sanitization.
|
||||||
@ -2974,7 +2972,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
|
|||||||
<div>
|
<div>
|
||||||
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
||||||
|
|
||||||
|
#boolean
|
||||||
<a id="#(SCORING).penaltyoncoalitionchange" ><strong>SCORING.penaltyoncoalitionchange</strong></a>
|
<a id="#(SCORING).penaltyoncoalitionchange" ><strong>SCORING.penaltyoncoalitionchange</strong></a>
|
||||||
|
|
||||||
|
|
||||||
@ -4538,8 +4536,8 @@ By default, the penalty for changing coalition is the default penalty scale. </
|
|||||||
<p>When a player commits too much damage to friendlies, his penalty score will reach a certain level.</p>
|
<p>When a player commits too much damage to friendlies, his penalty score will reach a certain level.</p>
|
||||||
|
|
||||||
|
|
||||||
<p>Use this method to define the level when a player gets kicked. <br/>
|
<p>Use this method to define the level when a player gets kicked.
|
||||||
By default, the fratricide level is the default penalty mutiplier * 2 for the penalty score.</p>
|
By default, the fratricide level is the default penalty multiplier * 2 for the penalty score.</p>
|
||||||
|
|
||||||
<div id= "#Functions##SetFratricide" class="w3-show w3-white">
|
<div id= "#Functions##SetFratricide" class="w3-show w3-white">
|
||||||
<div class="w3-container w3-white" id="functiontype">
|
<div class="w3-container w3-white" id="functiontype">
|
||||||
@ -5494,7 +5492,7 @@ The scale magnifies the scores given to the players.</p>
|
|||||||
<div>
|
<div>
|
||||||
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
||||||
|
|
||||||
|
#boolean
|
||||||
<a id="#(SCORING).penaltyoncoalitionchange" ><strong>SCORING.penaltyoncoalitionchange</strong></a>
|
<a id="#(SCORING).penaltyoncoalitionchange" ><strong>SCORING.penaltyoncoalitionchange</strong></a>
|
||||||
|
|
||||||
|
|
||||||
|
|||||||
@ -2288,7 +2288,7 @@ warehouseBatumi:Load("D:\\My Warehouse Data\\")
|
|||||||
warehouseBatumi:Start()
|
warehouseBatumi:Start()
|
||||||
</code></pre>
|
</code></pre>
|
||||||
|
|
||||||
<p>This sequence loads all assets from file. If a warehouse was captured in the last mission, it also respawns the static warehouse structure with the right coaliton.
|
<p>This sequence loads all assets from file. If a warehouse was captured in the last mission, it also respawns the static warehouse structure with the right coalition.
|
||||||
However, it due to DCS limitations it is not possible to set the airbase coalition. This has to be done manually in the mission editor. Or alternatively, one could
|
However, it due to DCS limitations it is not possible to set the airbase coalition. This has to be done manually in the mission editor. Or alternatively, one could
|
||||||
spawn some ground units via a self request and let them capture the airbase.</p>
|
spawn some ground units via a self request and let them capture the airbase.</p>
|
||||||
|
|
||||||
@ -4745,7 +4745,7 @@ end
|
|||||||
<tr class="w3-border">
|
<tr class="w3-border">
|
||||||
<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(WAREHOUSE).zone">WAREHOUSE.zone</a></p></td>
|
<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(WAREHOUSE).zone">WAREHOUSE.zone</a></p></td>
|
||||||
<td class="summary w3-half w3-container" style="word-wrap: break-word">
|
<td class="summary w3-half w3-container" style="word-wrap: break-word">
|
||||||
<p>Zone around the warehouse. If this zone is captured, the warehouse and all its assets goes to the capturing coaliton.</p>
|
<p>Zone around the warehouse. If this zone is captured, the warehouse and all its assets goes to the capturing coalition.</p>
|
||||||
</td>
|
</td>
|
||||||
</tr>
|
</tr>
|
||||||
</table>
|
</table>
|
||||||
@ -6839,7 +6839,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
|
|||||||
<a href="Core.Zone.html##(ZONE)">Core.Zone#ZONE</a>
|
<a href="Core.Zone.html##(ZONE)">Core.Zone#ZONE</a>
|
||||||
<a id="#(WAREHOUSE).zone" ><strong>WAREHOUSE.zone</strong></a>
|
<a id="#(WAREHOUSE).zone" ><strong>WAREHOUSE.zone</strong></a>
|
||||||
|
|
||||||
<p>Zone around the warehouse. If this zone is captured, the warehouse and all its assets goes to the capturing coaliton.</p>
|
<p>Zone around the warehouse. If this zone is captured, the warehouse and all its assets goes to the capturing coalition.</p>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
@ -7931,7 +7931,7 @@ Optionally, only warehouses with (specific) assets can be included in the search
|
|||||||
</div>
|
</div>
|
||||||
<div class="w3-half">
|
<div class="w3-half">
|
||||||
|
|
||||||
<p>(Optional) Coalition side of the warehouse. Default is the same coaliton as the present warehouse. Set to false for any coalition.</p>
|
<p>(Optional) Coalition side of the warehouse. Default is the same coalition as the present warehouse. Set to false for any coalition.</p>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
@ -15035,7 +15035,7 @@ This is important in order to determine if a job is done and can be removed from
|
|||||||
<p>Create or update mark text at warehouse, which is displayed in F10 map showing how many assets of each type are in stock.</p>
|
<p>Create or update mark text at warehouse, which is displayed in F10 map showing how many assets of each type are in stock.</p>
|
||||||
|
|
||||||
|
|
||||||
<p>Only the coaliton of the warehouse owner is able to see it.</p>
|
<p>Only the coalition of the warehouse owner is able to see it.</p>
|
||||||
|
|
||||||
<div id= "#Functions##_UpdateWarehouseMarkText" class="w3-show w3-white">
|
<div id= "#Functions##_UpdateWarehouseMarkText" class="w3-show w3-white">
|
||||||
<div class="w3-container w3-white" id="functiontype">
|
<div class="w3-container w3-white" id="functiontype">
|
||||||
@ -19984,7 +19984,7 @@ this request is used to put the groups back into the warehouse stock.</p>
|
|||||||
<a href="Core.Zone.html##(ZONE)">Core.Zone#ZONE</a>
|
<a href="Core.Zone.html##(ZONE)">Core.Zone#ZONE</a>
|
||||||
<a id="#(WAREHOUSE).zone" ><strong>WAREHOUSE.zone</strong></a>
|
<a id="#(WAREHOUSE).zone" ><strong>WAREHOUSE.zone</strong></a>
|
||||||
|
|
||||||
<p>Zone around the warehouse. If this zone is captured, the warehouse and all its assets goes to the capturing coaliton.</p>
|
<p>Zone around the warehouse. If this zone is captured, the warehouse and all its assets goes to the capturing coalition.</p>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
@ -21970,7 +21970,7 @@ this request is used to put the groups back into the warehouse stock.</p>
|
|||||||
<a href="Core.Zone.html##(ZONE)">Core.Zone#ZONE</a>
|
<a href="Core.Zone.html##(ZONE)">Core.Zone#ZONE</a>
|
||||||
<a id="#(WAREHOUSE).zone" ><strong>WAREHOUSE.zone</strong></a>
|
<a id="#(WAREHOUSE).zone" ><strong>WAREHOUSE.zone</strong></a>
|
||||||
|
|
||||||
<p>Zone around the warehouse. If this zone is captured, the warehouse and all its assets goes to the capturing coaliton.</p>
|
<p>Zone around the warehouse. If this zone is captured, the warehouse and all its assets goes to the capturing coalition.</p>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
|
|||||||
@ -2188,7 +2188,7 @@ We start the monitoring after 5 seconds, and will repeat every 30 seconds a chec
|
|||||||
<tr class="w3-border">
|
<tr class="w3-border">
|
||||||
<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(ZONE_CAPTURE_COALITION).GetPreviousCoalition">ZONE_CAPTURE_COALITION:GetPreviousCoalition()</a></p></td>
|
<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(ZONE_CAPTURE_COALITION).GetPreviousCoalition">ZONE_CAPTURE_COALITION:GetPreviousCoalition()</a></p></td>
|
||||||
<td class="summary w3-half w3-container" style="word-wrap: break-word">
|
<td class="summary w3-half w3-container" style="word-wrap: break-word">
|
||||||
<p>Get the previous coaliton, i.e.</p>
|
<p>Get the previous coalition, i.e.</p>
|
||||||
</td>
|
</td>
|
||||||
</tr>
|
</tr>
|
||||||
<tr class="w3-border">
|
<tr class="w3-border">
|
||||||
@ -2842,7 +2842,7 @@ We start the monitoring after 5 seconds, and will repeat every 30 seconds a chec
|
|||||||
<p>Check if zone is "Attacked", i.e.</p>
|
<p>Check if zone is "Attacked", i.e.</p>
|
||||||
|
|
||||||
|
|
||||||
<p>another coaliton entered the zone.</p>
|
<p>another coalition entered the zone.</p>
|
||||||
|
|
||||||
<div id= "#Functions##IsAttacked" class="w3-show w3-white">
|
<div id= "#Functions##IsAttacked" class="w3-show w3-white">
|
||||||
<div class="w3-container w3-white" id="functiontype">
|
<div class="w3-container w3-white" id="functiontype">
|
||||||
@ -2938,7 +2938,7 @@ We start the monitoring after 5 seconds, and will repeat every 30 seconds a chec
|
|||||||
<p>Check if zone is "Guarded", i.e.</p>
|
<p>Check if zone is "Guarded", i.e.</p>
|
||||||
|
|
||||||
|
|
||||||
<p>only one (the defending) coaliton is present inside the zone.</p>
|
<p>only one (the defending) coalition is present inside the zone.</p>
|
||||||
|
|
||||||
<div id= "#Functions##IsGuarded" class="w3-show w3-white">
|
<div id= "#Functions##IsGuarded" class="w3-show w3-white">
|
||||||
<div class="w3-container w3-white" id="functiontype">
|
<div class="w3-container w3-white" id="functiontype">
|
||||||
@ -4242,7 +4242,7 @@ end
|
|||||||
<h2><a id="#(ZONE_CAPTURE_COALITION).GetPreviousCoalition" ><strong>ZONE_CAPTURE_COALITION:GetPreviousCoalition()</strong></a></h2>
|
<h2><a id="#(ZONE_CAPTURE_COALITION).GetPreviousCoalition" ><strong>ZONE_CAPTURE_COALITION:GetPreviousCoalition()</strong></a></h2>
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
<p>Get the previous coaliton, i.e.</p>
|
<p>Get the previous coalition, i.e.</p>
|
||||||
|
|
||||||
|
|
||||||
<p>the one owning the zone before the current one. </p>
|
<p>the one owning the zone before the current one. </p>
|
||||||
@ -6146,7 +6146,7 @@ Returns the Coalition for the given Coalition if there are units of the Coalitio
|
|||||||
<p>Is All in Zone of Coalition?</p>
|
<p>Is All in Zone of Coalition?</p>
|
||||||
|
|
||||||
|
|
||||||
<p>Check if only the specifed coalition is inside the zone and noone else.</p>
|
<p>Check if only the specified coalition is inside the zone and noone else.</p>
|
||||||
|
|
||||||
<div id= "#Functions##IsAllInZoneOfCoalition" class="w3-show w3-white">
|
<div id= "#Functions##IsAllInZoneOfCoalition" class="w3-show w3-white">
|
||||||
<div class="w3-container w3-white" id="functiontype">
|
<div class="w3-container w3-white" id="functiontype">
|
||||||
@ -6271,8 +6271,10 @@ Note that once a zone has been scanned, multiple evaluations can be done on the
|
|||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
<h2><strong>Usage:</strong></h2>
|
<h2><strong>Usage:</strong></h2>
|
||||||
<pre class="example"><code> self.Zone:Scan()
|
<pre class="example"><code>
|
||||||
local IsEmpty = self.Zone:IsNoneInZone()</code></pre>
|
self.Zone:Scan()
|
||||||
|
local IsEmpty = self.Zone:IsNoneInZone()
|
||||||
|
</code></pre>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
@ -6320,8 +6322,10 @@ Note that once a zone has been scanned, multiple evaluations can be done on the
|
|||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
<h2><strong>Usage:</strong></h2>
|
<h2><strong>Usage:</strong></h2>
|
||||||
<pre class="example"><code> self.Zone:Scan()
|
<pre class="example"><code>
|
||||||
local IsOccupied = self.Zone:IsNoneInZoneOfCoalition( self.Coalition )</code></pre>
|
self.Zone:Scan()
|
||||||
|
local IsOccupied = self.Zone:IsNoneInZoneOfCoalition( self.Coalition )
|
||||||
|
</code></pre>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
@ -6337,7 +6341,7 @@ Note that once a zone has been scanned, multiple evaluations can be done on the
|
|||||||
<p>Is Some in Zone of Coalition?</p>
|
<p>Is Some in Zone of Coalition?</p>
|
||||||
|
|
||||||
|
|
||||||
<p>Check if more than one coaltion is inside the zone and the specifed coalition is one of them.
|
<p>Check if more than one coalition is inside the zone and the specified coalition is one of them.
|
||||||
You first need to use the <a href="##(ZONE_RADIUS).Scan">ZONE_RADIUS.Scan</a> method to scan the zone before it can be evaluated!
|
You first need to use the <a href="##(ZONE_RADIUS).Scan">ZONE_RADIUS.Scan</a> method to scan the zone before it can be evaluated!
|
||||||
Note that once a zone has been scanned, multiple evaluations can be done on the scan result set.</p>
|
Note that once a zone has been scanned, multiple evaluations can be done on the scan result set.</p>
|
||||||
|
|
||||||
@ -6357,7 +6361,7 @@ Note that once a zone has been scanned, multiple evaluations can be done on the
|
|||||||
</div>
|
</div>
|
||||||
<div class="w3-half">
|
<div class="w3-half">
|
||||||
|
|
||||||
<p>ID of the coaliton which is checked to be inside the zone.</p>
|
<p>ID of the coalition which is checked to be inside the zone.</p>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
@ -6373,8 +6377,10 @@ Note that once a zone has been scanned, multiple evaluations can be done on the
|
|||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
<h2><strong>Usage:</strong></h2>
|
<h2><strong>Usage:</strong></h2>
|
||||||
<pre class="example"><code> self.Zone:Scan()
|
<pre class="example"><code>
|
||||||
local IsAttacked = self.Zone:IsSomeInZoneOfCoalition( self.Coalition )</code></pre>
|
self.Zone:Scan()
|
||||||
|
local IsAttacked = self.Zone:IsSomeInZoneOfCoalition( self.Coalition )
|
||||||
|
</code></pre>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
|
|||||||
@ -3471,7 +3471,7 @@ Returns the Coalition for the given Coalition if there are units of the Coalitio
|
|||||||
<p>Is All in Zone of Coalition?</p>
|
<p>Is All in Zone of Coalition?</p>
|
||||||
|
|
||||||
|
|
||||||
<p>Check if only the specifed coalition is inside the zone and noone else.</p>
|
<p>Check if only the specified coalition is inside the zone and noone else.</p>
|
||||||
|
|
||||||
<div id= "#Functions##IsAllInZoneOfCoalition" class="w3-show w3-white">
|
<div id= "#Functions##IsAllInZoneOfCoalition" class="w3-show w3-white">
|
||||||
<div class="w3-container w3-white" id="functiontype">
|
<div class="w3-container w3-white" id="functiontype">
|
||||||
@ -3596,8 +3596,10 @@ Note that once a zone has been scanned, multiple evaluations can be done on the
|
|||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
<h2><strong>Usage:</strong></h2>
|
<h2><strong>Usage:</strong></h2>
|
||||||
<pre class="example"><code> self.Zone:Scan()
|
<pre class="example"><code>
|
||||||
local IsEmpty = self.Zone:IsNoneInZone()</code></pre>
|
self.Zone:Scan()
|
||||||
|
local IsEmpty = self.Zone:IsNoneInZone()
|
||||||
|
</code></pre>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
@ -3645,8 +3647,10 @@ Note that once a zone has been scanned, multiple evaluations can be done on the
|
|||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
<h2><strong>Usage:</strong></h2>
|
<h2><strong>Usage:</strong></h2>
|
||||||
<pre class="example"><code> self.Zone:Scan()
|
<pre class="example"><code>
|
||||||
local IsOccupied = self.Zone:IsNoneInZoneOfCoalition( self.Coalition )</code></pre>
|
self.Zone:Scan()
|
||||||
|
local IsOccupied = self.Zone:IsNoneInZoneOfCoalition( self.Coalition )
|
||||||
|
</code></pre>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
@ -3662,7 +3666,7 @@ Note that once a zone has been scanned, multiple evaluations can be done on the
|
|||||||
<p>Is Some in Zone of Coalition?</p>
|
<p>Is Some in Zone of Coalition?</p>
|
||||||
|
|
||||||
|
|
||||||
<p>Check if more than one coaltion is inside the zone and the specifed coalition is one of them.
|
<p>Check if more than one coalition is inside the zone and the specified coalition is one of them.
|
||||||
You first need to use the <a href="##(ZONE_RADIUS).Scan">ZONE_RADIUS.Scan</a> method to scan the zone before it can be evaluated!
|
You first need to use the <a href="##(ZONE_RADIUS).Scan">ZONE_RADIUS.Scan</a> method to scan the zone before it can be evaluated!
|
||||||
Note that once a zone has been scanned, multiple evaluations can be done on the scan result set.</p>
|
Note that once a zone has been scanned, multiple evaluations can be done on the scan result set.</p>
|
||||||
|
|
||||||
@ -3682,7 +3686,7 @@ Note that once a zone has been scanned, multiple evaluations can be done on the
|
|||||||
</div>
|
</div>
|
||||||
<div class="w3-half">
|
<div class="w3-half">
|
||||||
|
|
||||||
<p>ID of the coaliton which is checked to be inside the zone.</p>
|
<p>ID of the coalition which is checked to be inside the zone.</p>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
@ -3698,8 +3702,10 @@ Note that once a zone has been scanned, multiple evaluations can be done on the
|
|||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
<h2><strong>Usage:</strong></h2>
|
<h2><strong>Usage:</strong></h2>
|
||||||
<pre class="example"><code> self.Zone:Scan()
|
<pre class="example"><code>
|
||||||
local IsAttacked = self.Zone:IsSomeInZoneOfCoalition( self.Coalition )</code></pre>
|
self.Zone:Scan()
|
||||||
|
local IsAttacked = self.Zone:IsSomeInZoneOfCoalition( self.Coalition )
|
||||||
|
</code></pre>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
|
|||||||
@ -4806,7 +4806,7 @@ Returns the Coalition for the given Coalition if there are units of the Coalitio
|
|||||||
<p>Is All in Zone of Coalition?</p>
|
<p>Is All in Zone of Coalition?</p>
|
||||||
|
|
||||||
|
|
||||||
<p>Check if only the specifed coalition is inside the zone and noone else.</p>
|
<p>Check if only the specified coalition is inside the zone and noone else.</p>
|
||||||
|
|
||||||
<div id= "#Functions##IsAllInZoneOfCoalition" class="w3-show w3-white">
|
<div id= "#Functions##IsAllInZoneOfCoalition" class="w3-show w3-white">
|
||||||
<div class="w3-container w3-white" id="functiontype">
|
<div class="w3-container w3-white" id="functiontype">
|
||||||
@ -4931,8 +4931,10 @@ Note that once a zone has been scanned, multiple evaluations can be done on the
|
|||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
<h2><strong>Usage:</strong></h2>
|
<h2><strong>Usage:</strong></h2>
|
||||||
<pre class="example"><code> self.Zone:Scan()
|
<pre class="example"><code>
|
||||||
local IsEmpty = self.Zone:IsNoneInZone()</code></pre>
|
self.Zone:Scan()
|
||||||
|
local IsEmpty = self.Zone:IsNoneInZone()
|
||||||
|
</code></pre>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
@ -4980,8 +4982,10 @@ Note that once a zone has been scanned, multiple evaluations can be done on the
|
|||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
<h2><strong>Usage:</strong></h2>
|
<h2><strong>Usage:</strong></h2>
|
||||||
<pre class="example"><code> self.Zone:Scan()
|
<pre class="example"><code>
|
||||||
local IsOccupied = self.Zone:IsNoneInZoneOfCoalition( self.Coalition )</code></pre>
|
self.Zone:Scan()
|
||||||
|
local IsOccupied = self.Zone:IsNoneInZoneOfCoalition( self.Coalition )
|
||||||
|
</code></pre>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
@ -4997,7 +5001,7 @@ Note that once a zone has been scanned, multiple evaluations can be done on the
|
|||||||
<p>Is Some in Zone of Coalition?</p>
|
<p>Is Some in Zone of Coalition?</p>
|
||||||
|
|
||||||
|
|
||||||
<p>Check if more than one coaltion is inside the zone and the specifed coalition is one of them.
|
<p>Check if more than one coalition is inside the zone and the specified coalition is one of them.
|
||||||
You first need to use the <a href="##(ZONE_RADIUS).Scan">ZONE_RADIUS.Scan</a> method to scan the zone before it can be evaluated!
|
You first need to use the <a href="##(ZONE_RADIUS).Scan">ZONE_RADIUS.Scan</a> method to scan the zone before it can be evaluated!
|
||||||
Note that once a zone has been scanned, multiple evaluations can be done on the scan result set.</p>
|
Note that once a zone has been scanned, multiple evaluations can be done on the scan result set.</p>
|
||||||
|
|
||||||
@ -5017,7 +5021,7 @@ Note that once a zone has been scanned, multiple evaluations can be done on the
|
|||||||
</div>
|
</div>
|
||||||
<div class="w3-half">
|
<div class="w3-half">
|
||||||
|
|
||||||
<p>ID of the coaliton which is checked to be inside the zone.</p>
|
<p>ID of the coalition which is checked to be inside the zone.</p>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
@ -5033,8 +5037,10 @@ Note that once a zone has been scanned, multiple evaluations can be done on the
|
|||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
<h2><strong>Usage:</strong></h2>
|
<h2><strong>Usage:</strong></h2>
|
||||||
<pre class="example"><code> self.Zone:Scan()
|
<pre class="example"><code>
|
||||||
local IsAttacked = self.Zone:IsSomeInZoneOfCoalition( self.Coalition )</code></pre>
|
self.Zone:Scan()
|
||||||
|
local IsAttacked = self.Zone:IsSomeInZoneOfCoalition( self.Coalition )
|
||||||
|
</code></pre>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
|
|||||||
@ -1497,7 +1497,7 @@ Controls a network of short range air/missile defense groups.</p>
|
|||||||
|
|
||||||
<hr/>
|
<hr/>
|
||||||
|
|
||||||
<p>ZONE_GOAL_COALITION models processes that have a Goal with a defined achievement involving a Zone for a Coalition. <br/>
|
<p>ZONE_GOAL_COALITION models processes that have a Goal with a defined achievement involving a Zone for a Coalition.
|
||||||
Derived classes implement the ways how the achievements can be realized.</p>
|
Derived classes implement the ways how the achievements can be realized.</p>
|
||||||
|
|
||||||
<hr/>
|
<hr/>
|
||||||
@ -1589,7 +1589,7 @@ Derived classes implement the ways how the achievements can be realized.</p>
|
|||||||
<tr class="w3-border">
|
<tr class="w3-border">
|
||||||
<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(ZONE_GOAL_COALITION).GetPreviousCoalition">ZONE_GOAL_COALITION:GetPreviousCoalition()</a></p></td>
|
<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(ZONE_GOAL_COALITION).GetPreviousCoalition">ZONE_GOAL_COALITION:GetPreviousCoalition()</a></p></td>
|
||||||
<td class="summary w3-half w3-container" style="word-wrap: break-word">
|
<td class="summary w3-half w3-container" style="word-wrap: break-word">
|
||||||
<p>Get the previous coaliton, i.e.</p>
|
<p>Get the previous coalition, i.e.</p>
|
||||||
</td>
|
</td>
|
||||||
</tr>
|
</tr>
|
||||||
<tr class="w3-border">
|
<tr class="w3-border">
|
||||||
@ -2166,7 +2166,7 @@ Derived classes implement the ways how the achievements can be realized.</p>
|
|||||||
<h2><a id="#(ZONE_GOAL_COALITION).GetPreviousCoalition" ><strong>ZONE_GOAL_COALITION:GetPreviousCoalition()</strong></a></h2>
|
<h2><a id="#(ZONE_GOAL_COALITION).GetPreviousCoalition" ><strong>ZONE_GOAL_COALITION:GetPreviousCoalition()</strong></a></h2>
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
<p>Get the previous coaliton, i.e.</p>
|
<p>Get the previous coalition, i.e.</p>
|
||||||
|
|
||||||
|
|
||||||
<p>the one owning the zone before the current one. </p>
|
<p>the one owning the zone before the current one. </p>
|
||||||
@ -3954,7 +3954,7 @@ Returns the Coalition for the given Coalition if there are units of the Coalitio
|
|||||||
<p>Is All in Zone of Coalition?</p>
|
<p>Is All in Zone of Coalition?</p>
|
||||||
|
|
||||||
|
|
||||||
<p>Check if only the specifed coalition is inside the zone and noone else.</p>
|
<p>Check if only the specified coalition is inside the zone and noone else.</p>
|
||||||
|
|
||||||
<div id= "#Functions##IsAllInZoneOfCoalition" class="w3-show w3-white">
|
<div id= "#Functions##IsAllInZoneOfCoalition" class="w3-show w3-white">
|
||||||
<div class="w3-container w3-white" id="functiontype">
|
<div class="w3-container w3-white" id="functiontype">
|
||||||
@ -4079,8 +4079,10 @@ Note that once a zone has been scanned, multiple evaluations can be done on the
|
|||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
<h2><strong>Usage:</strong></h2>
|
<h2><strong>Usage:</strong></h2>
|
||||||
<pre class="example"><code> self.Zone:Scan()
|
<pre class="example"><code>
|
||||||
local IsEmpty = self.Zone:IsNoneInZone()</code></pre>
|
self.Zone:Scan()
|
||||||
|
local IsEmpty = self.Zone:IsNoneInZone()
|
||||||
|
</code></pre>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
@ -4128,8 +4130,10 @@ Note that once a zone has been scanned, multiple evaluations can be done on the
|
|||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
<h2><strong>Usage:</strong></h2>
|
<h2><strong>Usage:</strong></h2>
|
||||||
<pre class="example"><code> self.Zone:Scan()
|
<pre class="example"><code>
|
||||||
local IsOccupied = self.Zone:IsNoneInZoneOfCoalition( self.Coalition )</code></pre>
|
self.Zone:Scan()
|
||||||
|
local IsOccupied = self.Zone:IsNoneInZoneOfCoalition( self.Coalition )
|
||||||
|
</code></pre>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
@ -4145,7 +4149,7 @@ Note that once a zone has been scanned, multiple evaluations can be done on the
|
|||||||
<p>Is Some in Zone of Coalition?</p>
|
<p>Is Some in Zone of Coalition?</p>
|
||||||
|
|
||||||
|
|
||||||
<p>Check if more than one coaltion is inside the zone and the specifed coalition is one of them.
|
<p>Check if more than one coalition is inside the zone and the specified coalition is one of them.
|
||||||
You first need to use the <a href="##(ZONE_RADIUS).Scan">ZONE_RADIUS.Scan</a> method to scan the zone before it can be evaluated!
|
You first need to use the <a href="##(ZONE_RADIUS).Scan">ZONE_RADIUS.Scan</a> method to scan the zone before it can be evaluated!
|
||||||
Note that once a zone has been scanned, multiple evaluations can be done on the scan result set.</p>
|
Note that once a zone has been scanned, multiple evaluations can be done on the scan result set.</p>
|
||||||
|
|
||||||
@ -4165,7 +4169,7 @@ Note that once a zone has been scanned, multiple evaluations can be done on the
|
|||||||
</div>
|
</div>
|
||||||
<div class="w3-half">
|
<div class="w3-half">
|
||||||
|
|
||||||
<p>ID of the coaliton which is checked to be inside the zone.</p>
|
<p>ID of the coalition which is checked to be inside the zone.</p>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
@ -4181,8 +4185,10 @@ Note that once a zone has been scanned, multiple evaluations can be done on the
|
|||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
<h2><strong>Usage:</strong></h2>
|
<h2><strong>Usage:</strong></h2>
|
||||||
<pre class="example"><code> self.Zone:Scan()
|
<pre class="example"><code>
|
||||||
local IsAttacked = self.Zone:IsSomeInZoneOfCoalition( self.Coalition )</code></pre>
|
self.Zone:Scan()
|
||||||
|
local IsAttacked = self.Zone:IsSomeInZoneOfCoalition( self.Coalition )
|
||||||
|
</code></pre>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
|
|||||||
@ -38684,7 +38684,7 @@ When moose is loading dynamically (for moose class development), tracing is swit
|
|||||||
|
|
||||||
|
|
||||||
|
|
||||||
<p> Set case to that of lead.</p>
|
<p> Set case of f</p>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
@ -38752,17 +38752,6 @@ When moose is loading dynamically (for moose class development), tracing is swit
|
|||||||
|
|
||||||
<p>Data table at each position in the groove. Elements are of type <a href="##(AIRBOSS).GrooveData">AIRBOSS.GrooveData</a>.</p>
|
<p>Data table at each position in the groove. Elements are of type <a href="##(AIRBOSS).GrooveData">AIRBOSS.GrooveData</a>.</p>
|
||||||
|
|
||||||
</div>
|
|
||||||
|
|
||||||
</div>
|
|
||||||
<div>
|
|
||||||
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
|
||||||
|
|
||||||
#boolean
|
|
||||||
<a id="#(AIRBOSS.PlayerData).holding" ><strong>AIRBOSS.PlayerData.holding</strong></a>
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
@ -38956,9 +38945,6 @@ When moose is loading dynamically (for moose class development), tracing is swit
|
|||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
<p> Set new time stamp.</p>
|
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|||||||
@ -3540,7 +3540,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
|
|||||||
<div>
|
<div>
|
||||||
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
||||||
|
|
||||||
|
#table
|
||||||
<a id="#(CSAR).FreeVHFFrequencies" ><strong>CSAR.FreeVHFFrequencies</strong></a>
|
<a id="#(CSAR).FreeVHFFrequencies" ><strong>CSAR.FreeVHFFrequencies</strong></a>
|
||||||
|
|
||||||
|
|
||||||
@ -3629,11 +3629,14 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
|
|||||||
<div>
|
<div>
|
||||||
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
||||||
|
|
||||||
|
#table
|
||||||
<a id="#(CSAR).allheligroupset" ><strong>CSAR.allheligroupset</strong></a>
|
<a id="#(CSAR).allheligroupset" ><strong>CSAR.allheligroupset</strong></a>
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
<p> GROUP_SET of all helis</p>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
@ -4181,6 +4184,20 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
|
|||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
|
</div>
|
||||||
|
<div>
|
||||||
|
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
||||||
|
|
||||||
|
#number
|
||||||
|
<a id="#(CSAR).rescuedpilots" ><strong>CSAR.rescuedpilots</strong></a>
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
<p> counter for saved pilots</p>
|
||||||
|
|
||||||
|
</div>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
<div>
|
<div>
|
||||||
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
||||||
@ -4206,6 +4223,20 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
|
|||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
|
</div>
|
||||||
|
<div>
|
||||||
|
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
||||||
|
|
||||||
|
#number
|
||||||
|
<a id="#(CSAR).rescues" ><strong>CSAR.rescues</strong></a>
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
<p> counter for successful rescue landings at FARP/AFB/MASH</p>
|
||||||
|
|
||||||
|
</div>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
<div>
|
<div>
|
||||||
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
||||||
@ -8301,7 +8332,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
|
|||||||
<div>
|
<div>
|
||||||
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
||||||
|
|
||||||
|
#table
|
||||||
<a id="#(CSAR).FreeVHFFrequencies" ><strong>CSAR.FreeVHFFrequencies</strong></a>
|
<a id="#(CSAR).FreeVHFFrequencies" ><strong>CSAR.FreeVHFFrequencies</strong></a>
|
||||||
|
|
||||||
|
|
||||||
@ -8390,11 +8421,14 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
|
|||||||
<div>
|
<div>
|
||||||
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
||||||
|
|
||||||
|
#table
|
||||||
<a id="#(CSAR).allheligroupset" ><strong>CSAR.allheligroupset</strong></a>
|
<a id="#(CSAR).allheligroupset" ><strong>CSAR.allheligroupset</strong></a>
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
<p> GROUP_SET of all helis</p>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
@ -8942,6 +8976,20 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
|
|||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
|
</div>
|
||||||
|
<div>
|
||||||
|
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
||||||
|
|
||||||
|
#number
|
||||||
|
<a id="#(CSAR).rescuedpilots" ><strong>CSAR.rescuedpilots</strong></a>
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
<p> counter for saved pilots</p>
|
||||||
|
|
||||||
|
</div>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
<div>
|
<div>
|
||||||
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
||||||
@ -8967,6 +9015,20 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
|
|||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
|
</div>
|
||||||
|
<div>
|
||||||
|
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
||||||
|
|
||||||
|
#number
|
||||||
|
<a id="#(CSAR).rescues" ><strong>CSAR.rescues</strong></a>
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
<p> counter for successful rescue landings at FARP/AFB/MASH</p>
|
||||||
|
|
||||||
|
</div>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
<div>
|
<div>
|
||||||
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
||||||
@ -10581,7 +10643,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
|
|||||||
<div>
|
<div>
|
||||||
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
||||||
|
|
||||||
|
#table
|
||||||
<a id="#(CSAR).FreeVHFFrequencies" ><strong>CSAR.FreeVHFFrequencies</strong></a>
|
<a id="#(CSAR).FreeVHFFrequencies" ><strong>CSAR.FreeVHFFrequencies</strong></a>
|
||||||
|
|
||||||
|
|
||||||
@ -10670,11 +10732,14 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
|
|||||||
<div>
|
<div>
|
||||||
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
||||||
|
|
||||||
|
#table
|
||||||
<a id="#(CSAR).allheligroupset" ><strong>CSAR.allheligroupset</strong></a>
|
<a id="#(CSAR).allheligroupset" ><strong>CSAR.allheligroupset</strong></a>
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
<p> GROUP_SET of all helis</p>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
@ -11222,6 +11287,20 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
|
|||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
|
</div>
|
||||||
|
<div>
|
||||||
|
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
||||||
|
|
||||||
|
#number
|
||||||
|
<a id="#(CSAR).rescuedpilots" ><strong>CSAR.rescuedpilots</strong></a>
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
<p> counter for saved pilots</p>
|
||||||
|
|
||||||
|
</div>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
<div>
|
<div>
|
||||||
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
||||||
@ -11247,6 +11326,20 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
|
|||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
|
</div>
|
||||||
|
<div>
|
||||||
|
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
||||||
|
|
||||||
|
#number
|
||||||
|
<a id="#(CSAR).rescues" ><strong>CSAR.rescues</strong></a>
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
<p> counter for successful rescue landings at FARP/AFB/MASH</p>
|
||||||
|
|
||||||
|
</div>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
<div>
|
<div>
|
||||||
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
||||||
|
|||||||
@ -5722,7 +5722,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
|
|||||||
<div>
|
<div>
|
||||||
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
||||||
|
|
||||||
|
#table
|
||||||
<a id="#(CTLD).FreeUHFFrequencies" ><strong>CTLD.FreeUHFFrequencies</strong></a>
|
<a id="#(CTLD).FreeUHFFrequencies" ><strong>CTLD.FreeUHFFrequencies</strong></a>
|
||||||
|
|
||||||
|
|
||||||
@ -5733,7 +5733,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
|
|||||||
<div>
|
<div>
|
||||||
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
||||||
|
|
||||||
#table
|
|
||||||
<a id="#(CTLD).FreeVHFFrequencies" ><strong>CTLD.FreeVHFFrequencies</strong></a>
|
<a id="#(CTLD).FreeVHFFrequencies" ><strong>CTLD.FreeVHFFrequencies</strong></a>
|
||||||
|
|
||||||
|
|
||||||
@ -5863,14 +5863,11 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
|
|||||||
<div>
|
<div>
|
||||||
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
||||||
|
|
||||||
#table
|
|
||||||
<a id="#(CTLD).PilotGroups" ><strong>CTLD.PilotGroups</strong></a>
|
<a id="#(CTLD).PilotGroups" ><strong>CTLD.PilotGroups</strong></a>
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
<p> tables</p>
|
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
@ -12843,7 +12840,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
|
|||||||
<div>
|
<div>
|
||||||
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
||||||
|
|
||||||
|
#table
|
||||||
<a id="#(CTLD).FreeUHFFrequencies" ><strong>CTLD.FreeUHFFrequencies</strong></a>
|
<a id="#(CTLD).FreeUHFFrequencies" ><strong>CTLD.FreeUHFFrequencies</strong></a>
|
||||||
|
|
||||||
|
|
||||||
@ -12854,7 +12851,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
|
|||||||
<div>
|
<div>
|
||||||
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
||||||
|
|
||||||
#table
|
|
||||||
<a id="#(CTLD).FreeVHFFrequencies" ><strong>CTLD.FreeVHFFrequencies</strong></a>
|
<a id="#(CTLD).FreeVHFFrequencies" ><strong>CTLD.FreeVHFFrequencies</strong></a>
|
||||||
|
|
||||||
|
|
||||||
@ -12984,14 +12981,11 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
|
|||||||
<div>
|
<div>
|
||||||
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
||||||
|
|
||||||
#table
|
|
||||||
<a id="#(CTLD).PilotGroups" ><strong>CTLD.PilotGroups</strong></a>
|
<a id="#(CTLD).PilotGroups" ><strong>CTLD.PilotGroups</strong></a>
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
<p> tables</p>
|
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
@ -15136,7 +15130,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
|
|||||||
<div>
|
<div>
|
||||||
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
||||||
|
|
||||||
|
#table
|
||||||
<a id="#(CTLD).FreeUHFFrequencies" ><strong>CTLD.FreeUHFFrequencies</strong></a>
|
<a id="#(CTLD).FreeUHFFrequencies" ><strong>CTLD.FreeUHFFrequencies</strong></a>
|
||||||
|
|
||||||
|
|
||||||
@ -15147,7 +15141,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
|
|||||||
<div>
|
<div>
|
||||||
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
||||||
|
|
||||||
#table
|
|
||||||
<a id="#(CTLD).FreeVHFFrequencies" ><strong>CTLD.FreeVHFFrequencies</strong></a>
|
<a id="#(CTLD).FreeVHFFrequencies" ><strong>CTLD.FreeVHFFrequencies</strong></a>
|
||||||
|
|
||||||
|
|
||||||
@ -15277,14 +15271,11 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
|
|||||||
<div>
|
<div>
|
||||||
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
||||||
|
|
||||||
#table
|
|
||||||
<a id="#(CTLD).PilotGroups" ><strong>CTLD.PilotGroups</strong></a>
|
<a id="#(CTLD).PilotGroups" ><strong>CTLD.PilotGroups</strong></a>
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
<p> tables</p>
|
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
@ -19485,17 +19476,6 @@ When moose is loading dynamically (for moose class development), tracing is swit
|
|||||||
|
|
||||||
<p>Can transport crate.</p>
|
<p>Can transport crate.</p>
|
||||||
|
|
||||||
</div>
|
|
||||||
|
|
||||||
</div>
|
|
||||||
<div>
|
|
||||||
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
|
||||||
|
|
||||||
#number
|
|
||||||
<a id="#(CTLD.UnitCapabilities).length" ><strong>CTLD.UnitCapabilities.length</strong></a>
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
@ -23204,6 +23184,17 @@ When moose is loading dynamically (for moose class development), tracing is swit
|
|||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
</div>
|
||||||
|
|
||||||
|
</div>
|
||||||
|
<div>
|
||||||
|
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
||||||
|
|
||||||
|
<a href="Core.Point.html##(COORDINATE)">Core.Point#COORDINATE</a>
|
||||||
|
<a id="#(CTLD_ENGINEERING).currwpt" ><strong>CTLD_ENGINEERING.currwpt</strong></a>
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
@ -23857,6 +23848,17 @@ When moose is loading dynamically (for moose class development), tracing is swit
|
|||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
</div>
|
||||||
|
|
||||||
|
</div>
|
||||||
|
<div>
|
||||||
|
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
||||||
|
|
||||||
|
<a href="Core.Point.html##(COORDINATE)">Core.Point#COORDINATE</a>
|
||||||
|
<a id="#(CTLD_ENGINEERING).currwpt" ><strong>CTLD_ENGINEERING.currwpt</strong></a>
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|||||||
@ -4565,7 +4565,7 @@ If the Unit is part of a Task in the Mission, true is returned.</p>
|
|||||||
<div class="w3-row w3-margin-left w3-border-bottom w3-border-l2">
|
<div class="w3-row w3-margin-left w3-border-bottom w3-border-l2">
|
||||||
<div class="w3-half">
|
<div class="w3-half">
|
||||||
<p>
|
<p>
|
||||||
<a href="DCS.html##(coaliton.side)">DCS#coaliton.side</a>
|
<a href="DCS.html##(coalition.side)">DCS#coalition.side</a>
|
||||||
<strong><strong>MissionCoalition</strong></strong>
|
<strong><strong>MissionCoalition</strong></strong>
|
||||||
</p>
|
</p>
|
||||||
</div>
|
</div>
|
||||||
|
|||||||
@ -1579,7 +1579,7 @@ Note that the order of the tasks are shortest distance first to the unit positio
|
|||||||
|
|
||||||
<p><img src="../Tasking/Report_Statistics_Progress.JPG" alt="Mission"/></p>
|
<p><img src="../Tasking/Report_Statistics_Progress.JPG" alt="Mission"/></p>
|
||||||
|
|
||||||
<p>A statistic report on the progress of the mission. Each task achievement will increase the %-tage to 100% as a goal to complete the task.</p>
|
<p>A statistic report on the progress of the mission. Each task achievement will increase the % to 100% as a goal to complete the task.</p>
|
||||||
|
|
||||||
<h2>1.3) Join a Task.</h2>
|
<h2>1.3) Join a Task.</h2>
|
||||||
|
|
||||||
|
|||||||
@ -3083,11 +3083,14 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
|
|||||||
<div>
|
<div>
|
||||||
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
||||||
|
|
||||||
|
#boolean
|
||||||
<a id="#(TASK_A2G_DISPATCHER).FlashNewTask" ><strong>TASK_A2G_DISPATCHER.FlashNewTask</strong></a>
|
<a id="#(TASK_A2G_DISPATCHER).FlashNewTask" ><strong>TASK_A2G_DISPATCHER.FlashNewTask</strong></a>
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
<p> set to false to suppress flash messages</p>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
@ -3660,11 +3663,14 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
|
|||||||
<div>
|
<div>
|
||||||
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
||||||
|
|
||||||
|
#boolean
|
||||||
<a id="#(TASK_A2G_DISPATCHER).FlashNewTask" ><strong>TASK_A2G_DISPATCHER.FlashNewTask</strong></a>
|
<a id="#(TASK_A2G_DISPATCHER).FlashNewTask" ><strong>TASK_A2G_DISPATCHER.FlashNewTask</strong></a>
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
<p> set to false to suppress flash messages</p>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
@ -4847,11 +4853,14 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
|
|||||||
<div>
|
<div>
|
||||||
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
||||||
|
|
||||||
|
#boolean
|
||||||
<a id="#(TASK_A2G_DISPATCHER).FlashNewTask" ><strong>TASK_A2G_DISPATCHER.FlashNewTask</strong></a>
|
<a id="#(TASK_A2G_DISPATCHER).FlashNewTask" ><strong>TASK_A2G_DISPATCHER.FlashNewTask</strong></a>
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
<p> set to false to suppress flash messages</p>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
@ -6340,11 +6349,14 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
|
|||||||
<div>
|
<div>
|
||||||
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
||||||
|
|
||||||
|
#boolean
|
||||||
<a id="#(TASK_A2G_DISPATCHER).FlashNewTask" ><strong>TASK_A2G_DISPATCHER.FlashNewTask</strong></a>
|
<a id="#(TASK_A2G_DISPATCHER).FlashNewTask" ><strong>TASK_A2G_DISPATCHER.FlashNewTask</strong></a>
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
<p> set to false to suppress flash messages</p>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|||||||
@ -3150,7 +3150,7 @@ based on the tasking capabilities defined in <a href="Tasking.Task.html##(TASK)"
|
|||||||
<div>
|
<div>
|
||||||
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
||||||
|
|
||||||
#number
|
|
||||||
<a id="#(TASK_CARGO).CargoLimit" ><strong>TASK_CARGO.CargoLimit</strong></a>
|
<a id="#(TASK_CARGO).CargoLimit" ><strong>TASK_CARGO.CargoLimit</strong></a>
|
||||||
|
|
||||||
|
|
||||||
@ -4572,7 +4572,7 @@ based on the tasking capabilities defined in <a href="Tasking.Task.html##(TASK)"
|
|||||||
<div>
|
<div>
|
||||||
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
||||||
|
|
||||||
#number
|
|
||||||
<a id="#(TASK_CARGO).CargoLimit" ><strong>TASK_CARGO.CargoLimit</strong></a>
|
<a id="#(TASK_CARGO).CargoLimit" ><strong>TASK_CARGO.CargoLimit</strong></a>
|
||||||
|
|
||||||
|
|
||||||
@ -9104,7 +9104,7 @@ If the Unit is part of the Task, true is returned.</p>
|
|||||||
<div>
|
<div>
|
||||||
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
||||||
|
|
||||||
#number
|
|
||||||
<a id="#(TASK_CARGO).CargoLimit" ><strong>TASK_CARGO.CargoLimit</strong></a>
|
<a id="#(TASK_CARGO).CargoLimit" ><strong>TASK_CARGO.CargoLimit</strong></a>
|
||||||
|
|
||||||
|
|
||||||
|
|||||||
@ -3091,54 +3091,21 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
|
|||||||
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
||||||
|
|
||||||
|
|
||||||
<a id="#(TASK_CARGO_DISPATCHER).CSARBriefing" ><strong>TASK_CARGO_DISPATCHER.CSARBriefing</strong></a>
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
</div>
|
|
||||||
|
|
||||||
</div>
|
|
||||||
<div>
|
|
||||||
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
|
||||||
|
|
||||||
|
|
||||||
<a id="#(TASK_CARGO_DISPATCHER).CSARDeployZones" ><strong>TASK_CARGO_DISPATCHER.CSARDeployZones</strong></a>
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
</div>
|
|
||||||
|
|
||||||
</div>
|
|
||||||
<div>
|
|
||||||
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
|
||||||
|
|
||||||
|
|
||||||
<a id="#(TASK_CARGO_DISPATCHER).CSARTaskName" ><strong>TASK_CARGO_DISPATCHER.CSARTaskName</strong></a>
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
</div>
|
|
||||||
|
|
||||||
</div>
|
|
||||||
<div>
|
|
||||||
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
|
||||||
|
|
||||||
#boolean
|
|
||||||
<a id="#(TASK_CARGO_DISPATCHER).CSARTasks" ><strong>TASK_CARGO_DISPATCHER.CSARTasks</strong></a>
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
</div>
|
|
||||||
|
|
||||||
</div>
|
|
||||||
<div>
|
|
||||||
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
|
||||||
|
|
||||||
|
|
||||||
<a id="#(TASK_CARGO_DISPATCHER).DefaultDeployZones" ><strong>TASK_CARGO_DISPATCHER.DefaultDeployZones</strong></a>
|
<a id="#(TASK_CARGO_DISPATCHER).DefaultDeployZones" ><strong>TASK_CARGO_DISPATCHER.DefaultDeployZones</strong></a>
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
</div>
|
||||||
|
|
||||||
|
</div>
|
||||||
|
<div>
|
||||||
|
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
||||||
|
|
||||||
|
|
||||||
|
<a id="#(TASK_CARGO_DISPATCHER).MaxCSAR" ><strong>TASK_CARGO_DISPATCHER.MaxCSAR</strong></a>
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
@ -4203,54 +4170,21 @@ This method can only be used once!</p>
|
|||||||
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
||||||
|
|
||||||
|
|
||||||
<a id="#(TASK_CARGO_DISPATCHER).CSARBriefing" ><strong>TASK_CARGO_DISPATCHER.CSARBriefing</strong></a>
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
</div>
|
|
||||||
|
|
||||||
</div>
|
|
||||||
<div>
|
|
||||||
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
|
||||||
|
|
||||||
|
|
||||||
<a id="#(TASK_CARGO_DISPATCHER).CSARDeployZones" ><strong>TASK_CARGO_DISPATCHER.CSARDeployZones</strong></a>
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
</div>
|
|
||||||
|
|
||||||
</div>
|
|
||||||
<div>
|
|
||||||
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
|
||||||
|
|
||||||
|
|
||||||
<a id="#(TASK_CARGO_DISPATCHER).CSARTaskName" ><strong>TASK_CARGO_DISPATCHER.CSARTaskName</strong></a>
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
</div>
|
|
||||||
|
|
||||||
</div>
|
|
||||||
<div>
|
|
||||||
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
|
||||||
|
|
||||||
#boolean
|
|
||||||
<a id="#(TASK_CARGO_DISPATCHER).CSARTasks" ><strong>TASK_CARGO_DISPATCHER.CSARTasks</strong></a>
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
</div>
|
|
||||||
|
|
||||||
</div>
|
|
||||||
<div>
|
|
||||||
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
|
||||||
|
|
||||||
|
|
||||||
<a id="#(TASK_CARGO_DISPATCHER).DefaultDeployZones" ><strong>TASK_CARGO_DISPATCHER.DefaultDeployZones</strong></a>
|
<a id="#(TASK_CARGO_DISPATCHER).DefaultDeployZones" ><strong>TASK_CARGO_DISPATCHER.DefaultDeployZones</strong></a>
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
</div>
|
||||||
|
|
||||||
|
</div>
|
||||||
|
<div>
|
||||||
|
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
||||||
|
|
||||||
|
|
||||||
|
<a id="#(TASK_CARGO_DISPATCHER).MaxCSAR" ><strong>TASK_CARGO_DISPATCHER.MaxCSAR</strong></a>
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
@ -5094,54 +5028,21 @@ This method can only be used once!</p>
|
|||||||
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
||||||
|
|
||||||
|
|
||||||
<a id="#(TASK_CARGO_DISPATCHER).CSARBriefing" ><strong>TASK_CARGO_DISPATCHER.CSARBriefing</strong></a>
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
</div>
|
|
||||||
|
|
||||||
</div>
|
|
||||||
<div>
|
|
||||||
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
|
||||||
|
|
||||||
|
|
||||||
<a id="#(TASK_CARGO_DISPATCHER).CSARDeployZones" ><strong>TASK_CARGO_DISPATCHER.CSARDeployZones</strong></a>
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
</div>
|
|
||||||
|
|
||||||
</div>
|
|
||||||
<div>
|
|
||||||
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
|
||||||
|
|
||||||
|
|
||||||
<a id="#(TASK_CARGO_DISPATCHER).CSARTaskName" ><strong>TASK_CARGO_DISPATCHER.CSARTaskName</strong></a>
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
</div>
|
|
||||||
|
|
||||||
</div>
|
|
||||||
<div>
|
|
||||||
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
|
||||||
|
|
||||||
#boolean
|
|
||||||
<a id="#(TASK_CARGO_DISPATCHER).CSARTasks" ><strong>TASK_CARGO_DISPATCHER.CSARTasks</strong></a>
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
</div>
|
|
||||||
|
|
||||||
</div>
|
|
||||||
<div>
|
|
||||||
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
|
||||||
|
|
||||||
|
|
||||||
<a id="#(TASK_CARGO_DISPATCHER).DefaultDeployZones" ><strong>TASK_CARGO_DISPATCHER.DefaultDeployZones</strong></a>
|
<a id="#(TASK_CARGO_DISPATCHER).DefaultDeployZones" ><strong>TASK_CARGO_DISPATCHER.DefaultDeployZones</strong></a>
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
</div>
|
||||||
|
|
||||||
|
</div>
|
||||||
|
<div>
|
||||||
|
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
||||||
|
|
||||||
|
|
||||||
|
<a id="#(TASK_CARGO_DISPATCHER).MaxCSAR" ><strong>TASK_CARGO_DISPATCHER.MaxCSAR</strong></a>
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
@ -6620,54 +6521,21 @@ This method can only be used once!</p>
|
|||||||
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
||||||
|
|
||||||
|
|
||||||
<a id="#(TASK_CARGO_DISPATCHER).CSARBriefing" ><strong>TASK_CARGO_DISPATCHER.CSARBriefing</strong></a>
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
</div>
|
|
||||||
|
|
||||||
</div>
|
|
||||||
<div>
|
|
||||||
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
|
||||||
|
|
||||||
|
|
||||||
<a id="#(TASK_CARGO_DISPATCHER).CSARDeployZones" ><strong>TASK_CARGO_DISPATCHER.CSARDeployZones</strong></a>
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
</div>
|
|
||||||
|
|
||||||
</div>
|
|
||||||
<div>
|
|
||||||
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
|
||||||
|
|
||||||
|
|
||||||
<a id="#(TASK_CARGO_DISPATCHER).CSARTaskName" ><strong>TASK_CARGO_DISPATCHER.CSARTaskName</strong></a>
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
</div>
|
|
||||||
|
|
||||||
</div>
|
|
||||||
<div>
|
|
||||||
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
|
||||||
|
|
||||||
#boolean
|
|
||||||
<a id="#(TASK_CARGO_DISPATCHER).CSARTasks" ><strong>TASK_CARGO_DISPATCHER.CSARTasks</strong></a>
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
</div>
|
|
||||||
|
|
||||||
</div>
|
|
||||||
<div>
|
|
||||||
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
|
||||||
|
|
||||||
|
|
||||||
<a id="#(TASK_CARGO_DISPATCHER).DefaultDeployZones" ><strong>TASK_CARGO_DISPATCHER.DefaultDeployZones</strong></a>
|
<a id="#(TASK_CARGO_DISPATCHER).DefaultDeployZones" ><strong>TASK_CARGO_DISPATCHER.DefaultDeployZones</strong></a>
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
</div>
|
||||||
|
|
||||||
|
</div>
|
||||||
|
<div>
|
||||||
|
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
||||||
|
|
||||||
|
|
||||||
|
<a id="#(TASK_CARGO_DISPATCHER).MaxCSAR" ><strong>TASK_CARGO_DISPATCHER.MaxCSAR</strong></a>
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|||||||
@ -3593,7 +3593,7 @@ use negative idp for rounding ahead of decimal place, positive for rounding afte
|
|||||||
<p>Get the coalition name from its numerical ID, e.g.</p>
|
<p>Get the coalition name from its numerical ID, e.g.</p>
|
||||||
|
|
||||||
|
|
||||||
<p>coaliton.side.RED.</p>
|
<p>coalition.side.RED.</p>
|
||||||
|
|
||||||
<div id= "#Functions##GetCoalitionName" class="w3-show w3-white">
|
<div id= "#Functions##GetCoalitionName" class="w3-show w3-white">
|
||||||
<div class="w3-container w3-white" id="functiontype">
|
<div class="w3-container w3-white" id="functiontype">
|
||||||
|
|||||||
@ -2906,13 +2906,13 @@ If the DCS Unit object does not exist or is nil, the CLIENT methods will return
|
|||||||
<tr class="w3-border">
|
<tr class="w3-border">
|
||||||
<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(CLIENT).TaskOrbitCircle">CLIENT:TaskOrbitCircle(Altitude, Speed, Coordinate)</a></p></td>
|
<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(CLIENT).TaskOrbitCircle">CLIENT:TaskOrbitCircle(Altitude, Speed, Coordinate)</a></p></td>
|
||||||
<td class="summary w3-half w3-container" style="word-wrap: break-word">
|
<td class="summary w3-half w3-container" style="word-wrap: break-word">
|
||||||
<p>(AIR) Orbit at the current position of the first unit of the controllable at a specified alititude.</p>
|
<p>(AIR) Orbit at the current position of the first unit of the controllable at a specified altitude.</p>
|
||||||
</td>
|
</td>
|
||||||
</tr>
|
</tr>
|
||||||
<tr class="w3-border">
|
<tr class="w3-border">
|
||||||
<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(CLIENT).TaskOrbitCircleAtVec2">CLIENT:TaskOrbitCircleAtVec2(Point, Altitude, Speed)</a></p></td>
|
<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(CLIENT).TaskOrbitCircleAtVec2">CLIENT:TaskOrbitCircleAtVec2(Point, Altitude, Speed)</a></p></td>
|
||||||
<td class="summary w3-half w3-container" style="word-wrap: break-word">
|
<td class="summary w3-half w3-container" style="word-wrap: break-word">
|
||||||
<p>(AIR) Orbit at a specified position at a specified alititude during a specified duration with a specified speed.</p>
|
<p>(AIR) Orbit at a specified position at a specified altitude during a specified duration with a specified speed.</p>
|
||||||
</td>
|
</td>
|
||||||
</tr>
|
</tr>
|
||||||
<tr class="w3-border">
|
<tr class="w3-border">
|
||||||
@ -2924,7 +2924,7 @@ If the DCS Unit object does not exist or is nil, the CLIENT methods will return
|
|||||||
<tr class="w3-border">
|
<tr class="w3-border">
|
||||||
<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(CLIENT).TaskRoute">CLIENT:TaskRoute(Points)</a></p></td>
|
<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(CLIENT).TaskRoute">CLIENT:TaskRoute(Points)</a></p></td>
|
||||||
<td class="summary w3-half w3-container" style="word-wrap: break-word">
|
<td class="summary w3-half w3-container" style="word-wrap: break-word">
|
||||||
<p>Return a Misson task to follow a given route defined by Points.</p>
|
<p>Return a Mission task to follow a given route defined by Points.</p>
|
||||||
</td>
|
</td>
|
||||||
</tr>
|
</tr>
|
||||||
<tr class="w3-border">
|
<tr class="w3-border">
|
||||||
@ -7842,7 +7842,7 @@ Note that a controllable can only have one beacon activated at a time with the e
|
|||||||
</div>
|
</div>
|
||||||
<div class="w3-half">
|
<div class="w3-half">
|
||||||
|
|
||||||
<p>The ID of the unit the beacon is attached to. Usefull if more units are in one group.</p>
|
<p>The ID of the unit the beacon is attached to. Useful if more units are in one group.</p>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
@ -8342,7 +8342,7 @@ Note that a controllable can only have one beacon activated at a time with the e
|
|||||||
</div>
|
</div>
|
||||||
<div class="w3-half">
|
<div class="w3-half">
|
||||||
|
|
||||||
<p>(Optional) Delay in seconds before the frequncy is set. Default is immediately.</p>
|
<p>(Optional) Delay in seconds before the frequency is set. Default is immediately.</p>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
@ -8467,10 +8467,11 @@ Note that this can only work on GROUP level, although individual UNITs can be co
|
|||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
<h2><strong>Usage:</strong></h2>
|
<h2><strong>Usage:</strong></h2>
|
||||||
<pre class="example"><code>--- This test demonstrates the use(s) of the SwitchWayPoint method of the GROUP class.
|
<pre class="example"><code>
|
||||||
|
-- This test demonstrates the use(s) of the SwitchWayPoint method of the GROUP class.
|
||||||
HeliGroup = GROUP:FindByName( "Helicopter" )
|
HeliGroup = GROUP:FindByName( "Helicopter" )
|
||||||
|
|
||||||
--- Route the helicopter back to the FARP after 60 seconds.
|
-- Route the helicopter back to the FARP after 60 seconds.
|
||||||
-- We use the SCHEDULER class to do this.
|
-- We use the SCHEDULER class to do this.
|
||||||
SCHEDULER:New( nil,
|
SCHEDULER:New( nil,
|
||||||
function( HeliGroup )
|
function( HeliGroup )
|
||||||
@ -8701,7 +8702,7 @@ SCHEDULER:New( nil,
|
|||||||
</div>
|
</div>
|
||||||
<div class="w3-half">
|
<div class="w3-half">
|
||||||
|
|
||||||
<p>(optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.</p>
|
<p>(optional) This parameter limits maximal quantity of attack. The aircraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aircraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.</p>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
@ -8989,7 +8990,7 @@ SCHEDULER:New( nil,
|
|||||||
</div>
|
</div>
|
||||||
<div class="w3-half">
|
<div class="w3-half">
|
||||||
|
|
||||||
<p>(optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.</p>
|
<p>(optional) This parameter limits maximal quantity of attack. The aircraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aircraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.</p>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
@ -9604,7 +9605,7 @@ If <strong>at least one</strong> detection method is specified, only the methods
|
|||||||
<p>Returns relative amount of fuel (from 0.0 to 1.0) the unit has in its internal tanks.</p>
|
<p>Returns relative amount of fuel (from 0.0 to 1.0) the unit has in its internal tanks.</p>
|
||||||
|
|
||||||
|
|
||||||
<p>This method returns nil to ensure polymorphic behaviour! This method needs to be overridden by GROUP or UNIT.</p>
|
<p>This method returns nil to ensure polymorphic behavior! This method needs to be overridden by GROUP or UNIT.</p>
|
||||||
|
|
||||||
<div id= "#Functions##GetFuel" class="w3-show w3-white">
|
<div id= "#Functions##GetFuel" class="w3-show w3-white">
|
||||||
<div class="w3-container w3-white" id="functiontype">
|
<div class="w3-container w3-white" id="functiontype">
|
||||||
@ -9637,7 +9638,7 @@ If <strong>at least one</strong> detection method is specified, only the methods
|
|||||||
<p>Returns relative average amount of fuel (from 0.0 to 1.0) a unit or group has in its internal tanks.</p>
|
<p>Returns relative average amount of fuel (from 0.0 to 1.0) a unit or group has in its internal tanks.</p>
|
||||||
|
|
||||||
|
|
||||||
<p>This method returns nil to ensure polymorphic behaviour! This method needs to be overridden by GROUP or UNIT.</p>
|
<p>This method returns nil to ensure polymorphic behavior! This method needs to be overridden by GROUP or UNIT.</p>
|
||||||
|
|
||||||
<div id= "#Functions##GetFuelAve" class="w3-show w3-white">
|
<div id= "#Functions##GetFuelAve" class="w3-show w3-white">
|
||||||
<div class="w3-container w3-white" id="functiontype">
|
<div class="w3-container w3-white" id="functiontype">
|
||||||
@ -9670,7 +9671,7 @@ If <strong>at least one</strong> detection method is specified, only the methods
|
|||||||
<p>Returns relative minimum amount of fuel (from 0.0 to 1.0) a unit or group has in its internal tanks.</p>
|
<p>Returns relative minimum amount of fuel (from 0.0 to 1.0) a unit or group has in its internal tanks.</p>
|
||||||
|
|
||||||
|
|
||||||
<p>This method returns nil to ensure polymorphic behaviour! This method needs to be overridden by GROUP or UNIT.</p>
|
<p>This method returns nil to ensure polymorphic behavior! This method needs to be overridden by GROUP or UNIT.</p>
|
||||||
|
|
||||||
<div id= "#Functions##GetFuelMin" class="w3-show w3-white">
|
<div id= "#Functions##GetFuelMin" class="w3-show w3-white">
|
||||||
<div class="w3-container w3-white" id="functiontype">
|
<div class="w3-container w3-white" id="functiontype">
|
||||||
@ -13116,7 +13117,7 @@ Warning! When you switch this option off, the airborne group will continue to fl
|
|||||||
</div>
|
</div>
|
||||||
<div class="w3-half">
|
<div class="w3-half">
|
||||||
|
|
||||||
<p>(optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.</p>
|
<p>(optional) This parameter limits maximal quantity of attack. The aircraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aircraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.</p>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
@ -13251,7 +13252,7 @@ Warning! When you switch this option off, the airborne group will continue to fl
|
|||||||
</div>
|
</div>
|
||||||
<div class="w3-half">
|
<div class="w3-half">
|
||||||
|
|
||||||
<p>(Optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.</p>
|
<p>(Optional) This parameter limits maximal quantity of attack. The aircraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aircraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.</p>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
@ -13373,7 +13374,7 @@ Warning! When you switch this option off, the airborne group will continue to fl
|
|||||||
</div>
|
</div>
|
||||||
<div class="w3-half">
|
<div class="w3-half">
|
||||||
|
|
||||||
<p>(Optional) Limits maximal quantity of attack. The aicraft/controllable will not make more attacks than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.</p>
|
<p>(Optional) Limits maximal quantity of attack. The aircraft/controllable will not make more attacks than allowed even if the target controllable not destroyed and the aircraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.</p>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
@ -13495,7 +13496,7 @@ Warning! When you switch this option off, the airborne group will continue to fl
|
|||||||
</div>
|
</div>
|
||||||
<div class="w3-half">
|
<div class="w3-half">
|
||||||
|
|
||||||
<p>(optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.</p>
|
<p>(optional) This parameter limits maximal quantity of attack. The aircraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aircraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.</p>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
@ -13754,7 +13755,7 @@ Warning! When you switch this option off, the airborne group will continue to fl
|
|||||||
</div>
|
</div>
|
||||||
<div class="w3-half">
|
<div class="w3-half">
|
||||||
|
|
||||||
<p>(optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.</p>
|
<p>(optional) This parameter limits maximal quantity of attack. The aircraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aircraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.</p>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
@ -15442,7 +15443,7 @@ Used to support CarpetBombing Task</p>
|
|||||||
<h2><a id="#(CLIENT).TaskOrbitCircle" ><strong>CLIENT:TaskOrbitCircle(Altitude, Speed, Coordinate)</strong></a></h2>
|
<h2><a id="#(CLIENT).TaskOrbitCircle" ><strong>CLIENT:TaskOrbitCircle(Altitude, Speed, Coordinate)</strong></a></h2>
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
<p>(AIR) Orbit at the current position of the first unit of the controllable at a specified alititude.</p>
|
<p>(AIR) Orbit at the current position of the first unit of the controllable at a specified altitude.</p>
|
||||||
|
|
||||||
<div id= "#Functions##TaskOrbitCircle" class="w3-show w3-white">
|
<div id= "#Functions##TaskOrbitCircle" class="w3-show w3-white">
|
||||||
<div class="w3-container w3-white" id="functiontype">
|
<div class="w3-container w3-white" id="functiontype">
|
||||||
@ -15512,7 +15513,7 @@ Used to support CarpetBombing Task</p>
|
|||||||
<h2><a id="#(CLIENT).TaskOrbitCircleAtVec2" ><strong>CLIENT:TaskOrbitCircleAtVec2(Point, Altitude, Speed)</strong></a></h2>
|
<h2><a id="#(CLIENT).TaskOrbitCircleAtVec2" ><strong>CLIENT:TaskOrbitCircleAtVec2(Point, Altitude, Speed)</strong></a></h2>
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
<p>(AIR) Orbit at a specified position at a specified alititude during a specified duration with a specified speed.</p>
|
<p>(AIR) Orbit at a specified position at a specified altitude during a specified duration with a specified speed.</p>
|
||||||
|
|
||||||
<div id= "#Functions##TaskOrbitCircleAtVec2" class="w3-show w3-white">
|
<div id= "#Functions##TaskOrbitCircleAtVec2" class="w3-show w3-white">
|
||||||
<div class="w3-container w3-white" id="functiontype">
|
<div class="w3-container w3-white" id="functiontype">
|
||||||
@ -15615,7 +15616,7 @@ Used to support CarpetBombing Task</p>
|
|||||||
<h2><a id="#(CLIENT).TaskRoute" ><strong>CLIENT:TaskRoute(Points)</strong></a></h2>
|
<h2><a id="#(CLIENT).TaskRoute" ><strong>CLIENT:TaskRoute(Points)</strong></a></h2>
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
<p>Return a Misson task to follow a given route defined by Points.</p>
|
<p>Return a Mission task to follow a given route defined by Points.</p>
|
||||||
|
|
||||||
<div id= "#Functions##TaskRoute" class="w3-show w3-white">
|
<div id= "#Functions##TaskRoute" class="w3-show w3-white">
|
||||||
<div class="w3-container w3-white" id="functiontype">
|
<div class="w3-container w3-white" id="functiontype">
|
||||||
|
|||||||
@ -1577,10 +1577,10 @@ This is different from the EnRoute tasks, where the targets of the task need to
|
|||||||
<li><a href="##(CONTROLLABLE).TaskHold">CONTROLLABLE.TaskHold</a>: (GROUND) Hold ground controllable from moving.</li>
|
<li><a href="##(CONTROLLABLE).TaskHold">CONTROLLABLE.TaskHold</a>: (GROUND) Hold ground controllable from moving.</li>
|
||||||
<li><a href="##(CONTROLLABLE).TaskHoldPosition">CONTROLLABLE.TaskHoldPosition</a>: (AIR) Hold position at the current position of the first unit of the controllable.</li>
|
<li><a href="##(CONTROLLABLE).TaskHoldPosition">CONTROLLABLE.TaskHoldPosition</a>: (AIR) Hold position at the current position of the first unit of the controllable.</li>
|
||||||
<li><a href="##(CONTROLLABLE).TaskLand">CONTROLLABLE.TaskLand</a>: (AIR HELICOPTER) Landing at the ground. For helicopters only.</li>
|
<li><a href="##(CONTROLLABLE).TaskLand">CONTROLLABLE.TaskLand</a>: (AIR HELICOPTER) Landing at the ground. For helicopters only.</li>
|
||||||
<li><a href="##(CONTROLLABLE).TaskLandAtZone">CONTROLLABLE.TaskLandAtZone</a>: (AIR) Land the controllable at a <a href="##(CONTROLLABLE).TaskOrbitCircle">CONTROLLABLE.TaskOrbitCircle</a>: (AIR) Orbit at the current position of the first unit of the controllable at a specified alititude.</li>
|
<li><a href="##(CONTROLLABLE).TaskLandAtZone">CONTROLLABLE.TaskLandAtZone</a>: (AIR) Land the controllable at a <a href="##(CONTROLLABLE).TaskOrbitCircle">CONTROLLABLE.TaskOrbitCircle</a>: (AIR) Orbit at the current position of the first unit of the controllable at a specified altitude.</li>
|
||||||
<li><a href="##(CONTROLLABLE).TaskOrbitCircleAtVec2">CONTROLLABLE.TaskOrbitCircleAtVec2</a>: (AIR) Orbit at a specified position at a specified alititude during a specified duration with a specified speed.</li>
|
<li><a href="##(CONTROLLABLE).TaskOrbitCircleAtVec2">CONTROLLABLE.TaskOrbitCircleAtVec2</a>: (AIR) Orbit at a specified position at a specified altitude during a specified duration with a specified speed.</li>
|
||||||
<li><a href="##(CONTROLLABLE).TaskRefueling">CONTROLLABLE.TaskRefueling</a>: (AIR) Refueling from the nearest tanker. No parameters.</li>
|
<li><a href="##(CONTROLLABLE).TaskRefueling">CONTROLLABLE.TaskRefueling</a>: (AIR) Refueling from the nearest tanker. No parameters.</li>
|
||||||
<li><a href="##(CONTROLLABLE).TaskRoute">CONTROLLABLE.TaskRoute</a>: (AIR + GROUND) Return a Misson task to follow a given route defined by Points.</li>
|
<li><a href="##(CONTROLLABLE).TaskRoute">CONTROLLABLE.TaskRoute</a>: (AIR + GROUND) Return a Mission task to follow a given route defined by Points.</li>
|
||||||
<li><a href="##(CONTROLLABLE).TaskRouteToVec2">CONTROLLABLE.TaskRouteToVec2</a>: (AIR + GROUND) Make the Controllable move to a given point.</li>
|
<li><a href="##(CONTROLLABLE).TaskRouteToVec2">CONTROLLABLE.TaskRouteToVec2</a>: (AIR + GROUND) Make the Controllable move to a given point.</li>
|
||||||
<li><a href="##(CONTROLLABLE).TaskRouteToVec3">CONTROLLABLE.TaskRouteToVec3</a>: (AIR + GROUND) Make the Controllable move to a given point.</li>
|
<li><a href="##(CONTROLLABLE).TaskRouteToVec3">CONTROLLABLE.TaskRouteToVec3</a>: (AIR + GROUND) Make the Controllable move to a given point.</li>
|
||||||
<li><a href="##(CONTROLLABLE).TaskRouteToZone">CONTROLLABLE.TaskRouteToZone</a>: (AIR + GROUND) Route the controllable to a given zone.</li>
|
<li><a href="##(CONTROLLABLE).TaskRouteToZone">CONTROLLABLE.TaskRouteToZone</a>: (AIR + GROUND) Route the controllable to a given zone.</li>
|
||||||
@ -1604,7 +1604,7 @@ This is different from the EnRoute tasks, where the targets of the task need to
|
|||||||
|
|
||||||
<h2>2.3) Task preparation</h2>
|
<h2>2.3) Task preparation</h2>
|
||||||
|
|
||||||
<p>There are certain task methods that allow to tailor the task behaviour:</p>
|
<p>There are certain task methods that allow to tailor the task behavior:</p>
|
||||||
|
|
||||||
<ul>
|
<ul>
|
||||||
<li><a href="##(CONTROLLABLE).TaskWrappedAction">CONTROLLABLE.TaskWrappedAction</a>: Return a WrappedAction Task taking a Command.</li>
|
<li><a href="##(CONTROLLABLE).TaskWrappedAction">CONTROLLABLE.TaskWrappedAction</a>: Return a WrappedAction Task taking a Command.</li>
|
||||||
@ -1659,7 +1659,7 @@ The method <a href="##(CONTROLLABLE).SetTaskWaypoint">CONTROLLABLE.SetTaskWaypoi
|
|||||||
|
|
||||||
<h1>5) Option methods</h1>
|
<h1>5) Option methods</h1>
|
||||||
|
|
||||||
<p>Controllable <strong>Option methods</strong> change the behaviour of the Controllable while being alive.</p>
|
<p>Controllable <strong>Option methods</strong> change the behavior of the Controllable while being alive.</p>
|
||||||
|
|
||||||
<h2>5.1) Rule of Engagement:</h2>
|
<h2>5.1) Rule of Engagement:</h2>
|
||||||
|
|
||||||
@ -2487,13 +2487,13 @@ The method <a href="##(CONTROLLABLE).SetTaskWaypoint">CONTROLLABLE.SetTaskWaypoi
|
|||||||
<tr class="w3-border">
|
<tr class="w3-border">
|
||||||
<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(CONTROLLABLE).TaskOrbitCircle">CONTROLLABLE:TaskOrbitCircle(Altitude, Speed, Coordinate)</a></p></td>
|
<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(CONTROLLABLE).TaskOrbitCircle">CONTROLLABLE:TaskOrbitCircle(Altitude, Speed, Coordinate)</a></p></td>
|
||||||
<td class="summary w3-half w3-container" style="word-wrap: break-word">
|
<td class="summary w3-half w3-container" style="word-wrap: break-word">
|
||||||
<p>(AIR) Orbit at the current position of the first unit of the controllable at a specified alititude.</p>
|
<p>(AIR) Orbit at the current position of the first unit of the controllable at a specified altitude.</p>
|
||||||
</td>
|
</td>
|
||||||
</tr>
|
</tr>
|
||||||
<tr class="w3-border">
|
<tr class="w3-border">
|
||||||
<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(CONTROLLABLE).TaskOrbitCircleAtVec2">CONTROLLABLE:TaskOrbitCircleAtVec2(Point, Altitude, Speed)</a></p></td>
|
<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(CONTROLLABLE).TaskOrbitCircleAtVec2">CONTROLLABLE:TaskOrbitCircleAtVec2(Point, Altitude, Speed)</a></p></td>
|
||||||
<td class="summary w3-half w3-container" style="word-wrap: break-word">
|
<td class="summary w3-half w3-container" style="word-wrap: break-word">
|
||||||
<p>(AIR) Orbit at a specified position at a specified alititude during a specified duration with a specified speed.</p>
|
<p>(AIR) Orbit at a specified position at a specified altitude during a specified duration with a specified speed.</p>
|
||||||
</td>
|
</td>
|
||||||
</tr>
|
</tr>
|
||||||
<tr class="w3-border">
|
<tr class="w3-border">
|
||||||
@ -2505,7 +2505,7 @@ The method <a href="##(CONTROLLABLE).SetTaskWaypoint">CONTROLLABLE.SetTaskWaypoi
|
|||||||
<tr class="w3-border">
|
<tr class="w3-border">
|
||||||
<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(CONTROLLABLE).TaskRoute">CONTROLLABLE:TaskRoute(Points)</a></p></td>
|
<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(CONTROLLABLE).TaskRoute">CONTROLLABLE:TaskRoute(Points)</a></p></td>
|
||||||
<td class="summary w3-half w3-container" style="word-wrap: break-word">
|
<td class="summary w3-half w3-container" style="word-wrap: break-word">
|
||||||
<p>Return a Misson task to follow a given route defined by Points.</p>
|
<p>Return a Mission task to follow a given route defined by Points.</p>
|
||||||
</td>
|
</td>
|
||||||
</tr>
|
</tr>
|
||||||
<tr class="w3-border">
|
<tr class="w3-border">
|
||||||
@ -3934,7 +3934,7 @@ Note that a controllable can only have one beacon activated at a time with the e
|
|||||||
</div>
|
</div>
|
||||||
<div class="w3-half">
|
<div class="w3-half">
|
||||||
|
|
||||||
<p>The ID of the unit the beacon is attached to. Usefull if more units are in one group.</p>
|
<p>The ID of the unit the beacon is attached to. Useful if more units are in one group.</p>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
@ -4434,7 +4434,7 @@ Note that a controllable can only have one beacon activated at a time with the e
|
|||||||
</div>
|
</div>
|
||||||
<div class="w3-half">
|
<div class="w3-half">
|
||||||
|
|
||||||
<p>(Optional) Delay in seconds before the frequncy is set. Default is immediately.</p>
|
<p>(Optional) Delay in seconds before the frequency is set. Default is immediately.</p>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
@ -4559,10 +4559,11 @@ Note that this can only work on GROUP level, although individual UNITs can be co
|
|||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
<h2><strong>Usage:</strong></h2>
|
<h2><strong>Usage:</strong></h2>
|
||||||
<pre class="example"><code>--- This test demonstrates the use(s) of the SwitchWayPoint method of the GROUP class.
|
<pre class="example"><code>
|
||||||
|
-- This test demonstrates the use(s) of the SwitchWayPoint method of the GROUP class.
|
||||||
HeliGroup = GROUP:FindByName( "Helicopter" )
|
HeliGroup = GROUP:FindByName( "Helicopter" )
|
||||||
|
|
||||||
--- Route the helicopter back to the FARP after 60 seconds.
|
-- Route the helicopter back to the FARP after 60 seconds.
|
||||||
-- We use the SCHEDULER class to do this.
|
-- We use the SCHEDULER class to do this.
|
||||||
SCHEDULER:New( nil,
|
SCHEDULER:New( nil,
|
||||||
function( HeliGroup )
|
function( HeliGroup )
|
||||||
@ -4793,7 +4794,7 @@ SCHEDULER:New( nil,
|
|||||||
</div>
|
</div>
|
||||||
<div class="w3-half">
|
<div class="w3-half">
|
||||||
|
|
||||||
<p>(optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.</p>
|
<p>(optional) This parameter limits maximal quantity of attack. The aircraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aircraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.</p>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
@ -5081,7 +5082,7 @@ SCHEDULER:New( nil,
|
|||||||
</div>
|
</div>
|
||||||
<div class="w3-half">
|
<div class="w3-half">
|
||||||
|
|
||||||
<p>(optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.</p>
|
<p>(optional) This parameter limits maximal quantity of attack. The aircraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aircraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.</p>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
@ -5696,7 +5697,7 @@ If <strong>at least one</strong> detection method is specified, only the methods
|
|||||||
<p>Returns relative amount of fuel (from 0.0 to 1.0) the unit has in its internal tanks.</p>
|
<p>Returns relative amount of fuel (from 0.0 to 1.0) the unit has in its internal tanks.</p>
|
||||||
|
|
||||||
|
|
||||||
<p>This method returns nil to ensure polymorphic behaviour! This method needs to be overridden by GROUP or UNIT.</p>
|
<p>This method returns nil to ensure polymorphic behavior! This method needs to be overridden by GROUP or UNIT.</p>
|
||||||
|
|
||||||
<div id= "#Functions##GetFuel" class="w3-show w3-white">
|
<div id= "#Functions##GetFuel" class="w3-show w3-white">
|
||||||
<div class="w3-container w3-white" id="functiontype">
|
<div class="w3-container w3-white" id="functiontype">
|
||||||
@ -5729,7 +5730,7 @@ If <strong>at least one</strong> detection method is specified, only the methods
|
|||||||
<p>Returns relative average amount of fuel (from 0.0 to 1.0) a unit or group has in its internal tanks.</p>
|
<p>Returns relative average amount of fuel (from 0.0 to 1.0) a unit or group has in its internal tanks.</p>
|
||||||
|
|
||||||
|
|
||||||
<p>This method returns nil to ensure polymorphic behaviour! This method needs to be overridden by GROUP or UNIT.</p>
|
<p>This method returns nil to ensure polymorphic behavior! This method needs to be overridden by GROUP or UNIT.</p>
|
||||||
|
|
||||||
<div id= "#Functions##GetFuelAve" class="w3-show w3-white">
|
<div id= "#Functions##GetFuelAve" class="w3-show w3-white">
|
||||||
<div class="w3-container w3-white" id="functiontype">
|
<div class="w3-container w3-white" id="functiontype">
|
||||||
@ -5762,7 +5763,7 @@ If <strong>at least one</strong> detection method is specified, only the methods
|
|||||||
<p>Returns relative minimum amount of fuel (from 0.0 to 1.0) a unit or group has in its internal tanks.</p>
|
<p>Returns relative minimum amount of fuel (from 0.0 to 1.0) a unit or group has in its internal tanks.</p>
|
||||||
|
|
||||||
|
|
||||||
<p>This method returns nil to ensure polymorphic behaviour! This method needs to be overridden by GROUP or UNIT.</p>
|
<p>This method returns nil to ensure polymorphic behavior! This method needs to be overridden by GROUP or UNIT.</p>
|
||||||
|
|
||||||
<div id= "#Functions##GetFuelMin" class="w3-show w3-white">
|
<div id= "#Functions##GetFuelMin" class="w3-show w3-white">
|
||||||
<div class="w3-container w3-white" id="functiontype">
|
<div class="w3-container w3-white" id="functiontype">
|
||||||
@ -9208,7 +9209,7 @@ Warning! When you switch this option off, the airborne group will continue to fl
|
|||||||
</div>
|
</div>
|
||||||
<div class="w3-half">
|
<div class="w3-half">
|
||||||
|
|
||||||
<p>(optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.</p>
|
<p>(optional) This parameter limits maximal quantity of attack. The aircraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aircraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.</p>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
@ -9343,7 +9344,7 @@ Warning! When you switch this option off, the airborne group will continue to fl
|
|||||||
</div>
|
</div>
|
||||||
<div class="w3-half">
|
<div class="w3-half">
|
||||||
|
|
||||||
<p>(Optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.</p>
|
<p>(Optional) This parameter limits maximal quantity of attack. The aircraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aircraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.</p>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
@ -9465,7 +9466,7 @@ Warning! When you switch this option off, the airborne group will continue to fl
|
|||||||
</div>
|
</div>
|
||||||
<div class="w3-half">
|
<div class="w3-half">
|
||||||
|
|
||||||
<p>(Optional) Limits maximal quantity of attack. The aicraft/controllable will not make more attacks than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.</p>
|
<p>(Optional) Limits maximal quantity of attack. The aircraft/controllable will not make more attacks than allowed even if the target controllable not destroyed and the aircraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.</p>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
@ -9587,7 +9588,7 @@ Warning! When you switch this option off, the airborne group will continue to fl
|
|||||||
</div>
|
</div>
|
||||||
<div class="w3-half">
|
<div class="w3-half">
|
||||||
|
|
||||||
<p>(optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.</p>
|
<p>(optional) This parameter limits maximal quantity of attack. The aircraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aircraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.</p>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
@ -9846,7 +9847,7 @@ Warning! When you switch this option off, the airborne group will continue to fl
|
|||||||
</div>
|
</div>
|
||||||
<div class="w3-half">
|
<div class="w3-half">
|
||||||
|
|
||||||
<p>(optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.</p>
|
<p>(optional) This parameter limits maximal quantity of attack. The aircraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aircraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.</p>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
@ -11534,7 +11535,7 @@ Used to support CarpetBombing Task</p>
|
|||||||
<h2><a id="#(CONTROLLABLE).TaskOrbitCircle" ><strong>CONTROLLABLE:TaskOrbitCircle(Altitude, Speed, Coordinate)</strong></a></h2>
|
<h2><a id="#(CONTROLLABLE).TaskOrbitCircle" ><strong>CONTROLLABLE:TaskOrbitCircle(Altitude, Speed, Coordinate)</strong></a></h2>
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
<p>(AIR) Orbit at the current position of the first unit of the controllable at a specified alititude.</p>
|
<p>(AIR) Orbit at the current position of the first unit of the controllable at a specified altitude.</p>
|
||||||
|
|
||||||
<div id= "#Functions##TaskOrbitCircle" class="w3-show w3-white">
|
<div id= "#Functions##TaskOrbitCircle" class="w3-show w3-white">
|
||||||
<div class="w3-container w3-white" id="functiontype">
|
<div class="w3-container w3-white" id="functiontype">
|
||||||
@ -11604,7 +11605,7 @@ Used to support CarpetBombing Task</p>
|
|||||||
<h2><a id="#(CONTROLLABLE).TaskOrbitCircleAtVec2" ><strong>CONTROLLABLE:TaskOrbitCircleAtVec2(Point, Altitude, Speed)</strong></a></h2>
|
<h2><a id="#(CONTROLLABLE).TaskOrbitCircleAtVec2" ><strong>CONTROLLABLE:TaskOrbitCircleAtVec2(Point, Altitude, Speed)</strong></a></h2>
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
<p>(AIR) Orbit at a specified position at a specified alititude during a specified duration with a specified speed.</p>
|
<p>(AIR) Orbit at a specified position at a specified altitude during a specified duration with a specified speed.</p>
|
||||||
|
|
||||||
<div id= "#Functions##TaskOrbitCircleAtVec2" class="w3-show w3-white">
|
<div id= "#Functions##TaskOrbitCircleAtVec2" class="w3-show w3-white">
|
||||||
<div class="w3-container w3-white" id="functiontype">
|
<div class="w3-container w3-white" id="functiontype">
|
||||||
@ -11707,7 +11708,7 @@ Used to support CarpetBombing Task</p>
|
|||||||
<h2><a id="#(CONTROLLABLE).TaskRoute" ><strong>CONTROLLABLE:TaskRoute(Points)</strong></a></h2>
|
<h2><a id="#(CONTROLLABLE).TaskRoute" ><strong>CONTROLLABLE:TaskRoute(Points)</strong></a></h2>
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
<p>Return a Misson task to follow a given route defined by Points.</p>
|
<p>Return a Mission task to follow a given route defined by Points.</p>
|
||||||
|
|
||||||
<div id= "#Functions##TaskRoute" class="w3-show w3-white">
|
<div id= "#Functions##TaskRoute" class="w3-show w3-white">
|
||||||
<div class="w3-container w3-white" id="functiontype">
|
<div class="w3-container w3-white" id="functiontype">
|
||||||
|
|||||||
@ -3146,13 +3146,13 @@ amount of fuel in the group.</p>
|
|||||||
<tr class="w3-border">
|
<tr class="w3-border">
|
||||||
<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(GROUP).TaskOrbitCircle">GROUP:TaskOrbitCircle(Altitude, Speed, Coordinate)</a></p></td>
|
<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(GROUP).TaskOrbitCircle">GROUP:TaskOrbitCircle(Altitude, Speed, Coordinate)</a></p></td>
|
||||||
<td class="summary w3-half w3-container" style="word-wrap: break-word">
|
<td class="summary w3-half w3-container" style="word-wrap: break-word">
|
||||||
<p>(AIR) Orbit at the current position of the first unit of the controllable at a specified alititude.</p>
|
<p>(AIR) Orbit at the current position of the first unit of the controllable at a specified altitude.</p>
|
||||||
</td>
|
</td>
|
||||||
</tr>
|
</tr>
|
||||||
<tr class="w3-border">
|
<tr class="w3-border">
|
||||||
<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(GROUP).TaskOrbitCircleAtVec2">GROUP:TaskOrbitCircleAtVec2(Point, Altitude, Speed)</a></p></td>
|
<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(GROUP).TaskOrbitCircleAtVec2">GROUP:TaskOrbitCircleAtVec2(Point, Altitude, Speed)</a></p></td>
|
||||||
<td class="summary w3-half w3-container" style="word-wrap: break-word">
|
<td class="summary w3-half w3-container" style="word-wrap: break-word">
|
||||||
<p>(AIR) Orbit at a specified position at a specified alititude during a specified duration with a specified speed.</p>
|
<p>(AIR) Orbit at a specified position at a specified altitude during a specified duration with a specified speed.</p>
|
||||||
</td>
|
</td>
|
||||||
</tr>
|
</tr>
|
||||||
<tr class="w3-border">
|
<tr class="w3-border">
|
||||||
@ -3164,7 +3164,7 @@ amount of fuel in the group.</p>
|
|||||||
<tr class="w3-border">
|
<tr class="w3-border">
|
||||||
<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(GROUP).TaskRoute">GROUP:TaskRoute(Points)</a></p></td>
|
<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(GROUP).TaskRoute">GROUP:TaskRoute(Points)</a></p></td>
|
||||||
<td class="summary w3-half w3-container" style="word-wrap: break-word">
|
<td class="summary w3-half w3-container" style="word-wrap: break-word">
|
||||||
<p>Return a Misson task to follow a given route defined by Points.</p>
|
<p>Return a Mission task to follow a given route defined by Points.</p>
|
||||||
</td>
|
</td>
|
||||||
</tr>
|
</tr>
|
||||||
<tr class="w3-border">
|
<tr class="w3-border">
|
||||||
@ -4751,7 +4751,18 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
|
|||||||
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
||||||
|
|
||||||
|
|
||||||
<a id="#(GROUP).InitRespawnRandomizePositionZone" ><strong>GROUP.InitRespawnRandomizePositionZone</strong></a>
|
<a id="#(GROUP).InitRespawnRandomizePositionInner" ><strong>GROUP.InitRespawnRandomizePositionInner</strong></a>
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
</div>
|
||||||
|
|
||||||
|
</div>
|
||||||
|
<div>
|
||||||
|
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
||||||
|
|
||||||
|
|
||||||
|
<a id="#(GROUP).InitRespawnRandomizePositionOuter" ><strong>GROUP.InitRespawnRandomizePositionOuter</strong></a>
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
@ -8858,7 +8869,18 @@ So each unit of the group is respawned at exactly the same parking spot as it cu
|
|||||||
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
||||||
|
|
||||||
|
|
||||||
<a id="#(GROUP).InitRespawnRandomizePositionZone" ><strong>GROUP.InitRespawnRandomizePositionZone</strong></a>
|
<a id="#(GROUP).InitRespawnRandomizePositionInner" ><strong>GROUP.InitRespawnRandomizePositionInner</strong></a>
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
</div>
|
||||||
|
|
||||||
|
</div>
|
||||||
|
<div>
|
||||||
|
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
||||||
|
|
||||||
|
|
||||||
|
<a id="#(GROUP).InitRespawnRandomizePositionOuter" ><strong>GROUP.InitRespawnRandomizePositionOuter</strong></a>
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
@ -8988,7 +9010,7 @@ Note that a controllable can only have one beacon activated at a time with the e
|
|||||||
</div>
|
</div>
|
||||||
<div class="w3-half">
|
<div class="w3-half">
|
||||||
|
|
||||||
<p>The ID of the unit the beacon is attached to. Usefull if more units are in one group.</p>
|
<p>The ID of the unit the beacon is attached to. Useful if more units are in one group.</p>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
@ -9488,7 +9510,7 @@ Note that a controllable can only have one beacon activated at a time with the e
|
|||||||
</div>
|
</div>
|
||||||
<div class="w3-half">
|
<div class="w3-half">
|
||||||
|
|
||||||
<p>(Optional) Delay in seconds before the frequncy is set. Default is immediately.</p>
|
<p>(Optional) Delay in seconds before the frequency is set. Default is immediately.</p>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
@ -9613,10 +9635,11 @@ Note that this can only work on GROUP level, although individual UNITs can be co
|
|||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
<h2><strong>Usage:</strong></h2>
|
<h2><strong>Usage:</strong></h2>
|
||||||
<pre class="example"><code>--- This test demonstrates the use(s) of the SwitchWayPoint method of the GROUP class.
|
<pre class="example"><code>
|
||||||
|
-- This test demonstrates the use(s) of the SwitchWayPoint method of the GROUP class.
|
||||||
HeliGroup = GROUP:FindByName( "Helicopter" )
|
HeliGroup = GROUP:FindByName( "Helicopter" )
|
||||||
|
|
||||||
--- Route the helicopter back to the FARP after 60 seconds.
|
-- Route the helicopter back to the FARP after 60 seconds.
|
||||||
-- We use the SCHEDULER class to do this.
|
-- We use the SCHEDULER class to do this.
|
||||||
SCHEDULER:New( nil,
|
SCHEDULER:New( nil,
|
||||||
function( HeliGroup )
|
function( HeliGroup )
|
||||||
@ -9847,7 +9870,7 @@ SCHEDULER:New( nil,
|
|||||||
</div>
|
</div>
|
||||||
<div class="w3-half">
|
<div class="w3-half">
|
||||||
|
|
||||||
<p>(optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.</p>
|
<p>(optional) This parameter limits maximal quantity of attack. The aircraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aircraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.</p>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
@ -10135,7 +10158,7 @@ SCHEDULER:New( nil,
|
|||||||
</div>
|
</div>
|
||||||
<div class="w3-half">
|
<div class="w3-half">
|
||||||
|
|
||||||
<p>(optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.</p>
|
<p>(optional) This parameter limits maximal quantity of attack. The aircraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aircraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.</p>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
@ -10750,7 +10773,7 @@ If <strong>at least one</strong> detection method is specified, only the methods
|
|||||||
<p>Returns relative amount of fuel (from 0.0 to 1.0) the unit has in its internal tanks.</p>
|
<p>Returns relative amount of fuel (from 0.0 to 1.0) the unit has in its internal tanks.</p>
|
||||||
|
|
||||||
|
|
||||||
<p>This method returns nil to ensure polymorphic behaviour! This method needs to be overridden by GROUP or UNIT.</p>
|
<p>This method returns nil to ensure polymorphic behavior! This method needs to be overridden by GROUP or UNIT.</p>
|
||||||
|
|
||||||
<div id= "#Functions##GetFuel" class="w3-show w3-white">
|
<div id= "#Functions##GetFuel" class="w3-show w3-white">
|
||||||
<div class="w3-container w3-white" id="functiontype">
|
<div class="w3-container w3-white" id="functiontype">
|
||||||
@ -10783,7 +10806,7 @@ If <strong>at least one</strong> detection method is specified, only the methods
|
|||||||
<p>Returns relative average amount of fuel (from 0.0 to 1.0) a unit or group has in its internal tanks.</p>
|
<p>Returns relative average amount of fuel (from 0.0 to 1.0) a unit or group has in its internal tanks.</p>
|
||||||
|
|
||||||
|
|
||||||
<p>This method returns nil to ensure polymorphic behaviour! This method needs to be overridden by GROUP or UNIT.</p>
|
<p>This method returns nil to ensure polymorphic behavior! This method needs to be overridden by GROUP or UNIT.</p>
|
||||||
|
|
||||||
<div id= "#Functions##GetFuelAve" class="w3-show w3-white">
|
<div id= "#Functions##GetFuelAve" class="w3-show w3-white">
|
||||||
<div class="w3-container w3-white" id="functiontype">
|
<div class="w3-container w3-white" id="functiontype">
|
||||||
@ -10816,7 +10839,7 @@ If <strong>at least one</strong> detection method is specified, only the methods
|
|||||||
<p>Returns relative minimum amount of fuel (from 0.0 to 1.0) a unit or group has in its internal tanks.</p>
|
<p>Returns relative minimum amount of fuel (from 0.0 to 1.0) a unit or group has in its internal tanks.</p>
|
||||||
|
|
||||||
|
|
||||||
<p>This method returns nil to ensure polymorphic behaviour! This method needs to be overridden by GROUP or UNIT.</p>
|
<p>This method returns nil to ensure polymorphic behavior! This method needs to be overridden by GROUP or UNIT.</p>
|
||||||
|
|
||||||
<div id= "#Functions##GetFuelMin" class="w3-show w3-white">
|
<div id= "#Functions##GetFuelMin" class="w3-show w3-white">
|
||||||
<div class="w3-container w3-white" id="functiontype">
|
<div class="w3-container w3-white" id="functiontype">
|
||||||
@ -14262,7 +14285,7 @@ Warning! When you switch this option off, the airborne group will continue to fl
|
|||||||
</div>
|
</div>
|
||||||
<div class="w3-half">
|
<div class="w3-half">
|
||||||
|
|
||||||
<p>(optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.</p>
|
<p>(optional) This parameter limits maximal quantity of attack. The aircraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aircraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.</p>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
@ -14397,7 +14420,7 @@ Warning! When you switch this option off, the airborne group will continue to fl
|
|||||||
</div>
|
</div>
|
||||||
<div class="w3-half">
|
<div class="w3-half">
|
||||||
|
|
||||||
<p>(Optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.</p>
|
<p>(Optional) This parameter limits maximal quantity of attack. The aircraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aircraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.</p>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
@ -14519,7 +14542,7 @@ Warning! When you switch this option off, the airborne group will continue to fl
|
|||||||
</div>
|
</div>
|
||||||
<div class="w3-half">
|
<div class="w3-half">
|
||||||
|
|
||||||
<p>(Optional) Limits maximal quantity of attack. The aicraft/controllable will not make more attacks than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.</p>
|
<p>(Optional) Limits maximal quantity of attack. The aircraft/controllable will not make more attacks than allowed even if the target controllable not destroyed and the aircraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.</p>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
@ -14641,7 +14664,7 @@ Warning! When you switch this option off, the airborne group will continue to fl
|
|||||||
</div>
|
</div>
|
||||||
<div class="w3-half">
|
<div class="w3-half">
|
||||||
|
|
||||||
<p>(optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.</p>
|
<p>(optional) This parameter limits maximal quantity of attack. The aircraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aircraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.</p>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
@ -14900,7 +14923,7 @@ Warning! When you switch this option off, the airborne group will continue to fl
|
|||||||
</div>
|
</div>
|
||||||
<div class="w3-half">
|
<div class="w3-half">
|
||||||
|
|
||||||
<p>(optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.</p>
|
<p>(optional) This parameter limits maximal quantity of attack. The aircraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aircraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.</p>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
@ -16588,7 +16611,7 @@ Used to support CarpetBombing Task</p>
|
|||||||
<h2><a id="#(GROUP).TaskOrbitCircle" ><strong>GROUP:TaskOrbitCircle(Altitude, Speed, Coordinate)</strong></a></h2>
|
<h2><a id="#(GROUP).TaskOrbitCircle" ><strong>GROUP:TaskOrbitCircle(Altitude, Speed, Coordinate)</strong></a></h2>
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
<p>(AIR) Orbit at the current position of the first unit of the controllable at a specified alititude.</p>
|
<p>(AIR) Orbit at the current position of the first unit of the controllable at a specified altitude.</p>
|
||||||
|
|
||||||
<div id= "#Functions##TaskOrbitCircle" class="w3-show w3-white">
|
<div id= "#Functions##TaskOrbitCircle" class="w3-show w3-white">
|
||||||
<div class="w3-container w3-white" id="functiontype">
|
<div class="w3-container w3-white" id="functiontype">
|
||||||
@ -16658,7 +16681,7 @@ Used to support CarpetBombing Task</p>
|
|||||||
<h2><a id="#(GROUP).TaskOrbitCircleAtVec2" ><strong>GROUP:TaskOrbitCircleAtVec2(Point, Altitude, Speed)</strong></a></h2>
|
<h2><a id="#(GROUP).TaskOrbitCircleAtVec2" ><strong>GROUP:TaskOrbitCircleAtVec2(Point, Altitude, Speed)</strong></a></h2>
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
<p>(AIR) Orbit at a specified position at a specified alititude during a specified duration with a specified speed.</p>
|
<p>(AIR) Orbit at a specified position at a specified altitude during a specified duration with a specified speed.</p>
|
||||||
|
|
||||||
<div id= "#Functions##TaskOrbitCircleAtVec2" class="w3-show w3-white">
|
<div id= "#Functions##TaskOrbitCircleAtVec2" class="w3-show w3-white">
|
||||||
<div class="w3-container w3-white" id="functiontype">
|
<div class="w3-container w3-white" id="functiontype">
|
||||||
@ -16761,7 +16784,7 @@ Used to support CarpetBombing Task</p>
|
|||||||
<h2><a id="#(GROUP).TaskRoute" ><strong>GROUP:TaskRoute(Points)</strong></a></h2>
|
<h2><a id="#(GROUP).TaskRoute" ><strong>GROUP:TaskRoute(Points)</strong></a></h2>
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
<p>Return a Misson task to follow a given route defined by Points.</p>
|
<p>Return a Mission task to follow a given route defined by Points.</p>
|
||||||
|
|
||||||
<div id= "#Functions##TaskRoute" class="w3-show w3-white">
|
<div id= "#Functions##TaskRoute" class="w3-show w3-white">
|
||||||
<div class="w3-container w3-white" id="functiontype">
|
<div class="w3-container w3-white" id="functiontype">
|
||||||
@ -17399,7 +17422,18 @@ Note that when the WayPoint parameter is used, the new start mission waypoint of
|
|||||||
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
||||||
|
|
||||||
|
|
||||||
<a id="#(GROUP).InitRespawnRandomizePositionZone" ><strong>GROUP.InitRespawnRandomizePositionZone</strong></a>
|
<a id="#(GROUP).InitRespawnRandomizePositionInner" ><strong>GROUP.InitRespawnRandomizePositionInner</strong></a>
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
</div>
|
||||||
|
|
||||||
|
</div>
|
||||||
|
<div>
|
||||||
|
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
||||||
|
|
||||||
|
|
||||||
|
<a id="#(GROUP).InitRespawnRandomizePositionOuter" ><strong>GROUP.InitRespawnRandomizePositionOuter</strong></a>
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
@ -21038,7 +21072,18 @@ Coordinates are dependent on the position of the maps origin.</p>
|
|||||||
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
||||||
|
|
||||||
|
|
||||||
<a id="#(GROUP).InitRespawnRandomizePositionZone" ><strong>GROUP.InitRespawnRandomizePositionZone</strong></a>
|
<a id="#(GROUP).InitRespawnRandomizePositionInner" ><strong>GROUP.InitRespawnRandomizePositionInner</strong></a>
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
</div>
|
||||||
|
|
||||||
|
</div>
|
||||||
|
<div>
|
||||||
|
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
||||||
|
|
||||||
|
|
||||||
|
<a id="#(GROUP).InitRespawnRandomizePositionOuter" ><strong>GROUP.InitRespawnRandomizePositionOuter</strong></a>
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
@ -21692,7 +21737,18 @@ If the Identifiable is alive, true is returned. </p>
|
|||||||
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
||||||
|
|
||||||
|
|
||||||
<a id="#(GROUP).InitRespawnRandomizePositionZone" ><strong>GROUP.InitRespawnRandomizePositionZone</strong></a>
|
<a id="#(GROUP).InitRespawnRandomizePositionInner" ><strong>GROUP.InitRespawnRandomizePositionInner</strong></a>
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
</div>
|
||||||
|
|
||||||
|
</div>
|
||||||
|
<div>
|
||||||
|
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
||||||
|
|
||||||
|
|
||||||
|
<a id="#(GROUP).InitRespawnRandomizePositionOuter" ><strong>GROUP.InitRespawnRandomizePositionOuter</strong></a>
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
@ -21952,7 +22008,18 @@ If the Identifiable is alive, true is returned. </p>
|
|||||||
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
||||||
|
|
||||||
|
|
||||||
<a id="#(GROUP).InitRespawnRandomizePositionZone" ><strong>GROUP.InitRespawnRandomizePositionZone</strong></a>
|
<a id="#(GROUP).InitRespawnRandomizePositionInner" ><strong>GROUP.InitRespawnRandomizePositionInner</strong></a>
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
</div>
|
||||||
|
|
||||||
|
</div>
|
||||||
|
<div>
|
||||||
|
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
||||||
|
|
||||||
|
|
||||||
|
<a id="#(GROUP).InitRespawnRandomizePositionOuter" ><strong>GROUP.InitRespawnRandomizePositionOuter</strong></a>
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|||||||
@ -1547,8 +1547,8 @@ local Coordinate=AIRBASE:FindByName("Batumi"):GetCoordinate()
|
|||||||
mymarker = MARKER:New( Coordinate, "I am Batumi Airfield" )
|
mymarker = MARKER:New( Coordinate, "I am Batumi Airfield" )
|
||||||
</code></pre>
|
</code></pre>
|
||||||
|
|
||||||
<p>Now this does <strong>not</strong> show the marker yet. We still need to specifiy to whom it is shown. There are several options, i.e.
|
<p>Now this does <strong>not</strong> show the marker yet. We still need to specify to whom it is shown. There are several options, i.e.
|
||||||
show the marker to everyone, to a speficic coaliton only, or only to a specific group.</p>
|
show the marker to everyone, to a specific coalition only, or only to a specific group.</p>
|
||||||
|
|
||||||
<h2>For Everyone</h2>
|
<h2>For Everyone</h2>
|
||||||
|
|
||||||
@ -1557,18 +1557,18 @@ show the marker to everyone, to a speficic coaliton only, or only to a specific
|
|||||||
<pre><code>mymarker = MARKER:New( Coordinate, "I am Batumi Airfield" ):ToAll()
|
<pre><code>mymarker = MARKER:New( Coordinate, "I am Batumi Airfield" ):ToAll()
|
||||||
</code></pre>
|
</code></pre>
|
||||||
|
|
||||||
<h2>For a Coaliton</h2>
|
<h2>For a Coalition</h2>
|
||||||
|
|
||||||
<p>If the maker should be visible to a specific coalition, you can use the :ToCoalition() function.</p>
|
<p>If the maker should be visible to a specific coalition, you can use the :ToCoalition() function.</p>
|
||||||
|
|
||||||
<pre><code>mymarker=MARKER:New(Coordinate, "I am Batumi Airfield"):ToCoaliton(coaliton.side.BLUE)
|
<pre><code>mymarker = MARKER:New( Coordinate , "I am Batumi Airfield" ):ToCoalition( coalition.side.BLUE )
|
||||||
</code></pre>
|
</code></pre>
|
||||||
|
|
||||||
<h3>To Blue Coaliton</h3>
|
<h3>To Blue Coalition</h3>
|
||||||
|
|
||||||
<h3>To Red Coalition</h3>
|
<h3>To Red Coalition</h3>
|
||||||
|
|
||||||
<p>This would show the marker only to the Blue coaliton.</p>
|
<p>This would show the marker only to the Blue coalition.</p>
|
||||||
|
|
||||||
<h2>For a Group</h2>
|
<h2>For a Group</h2>
|
||||||
|
|
||||||
@ -1580,12 +1580,12 @@ show the marker to everyone, to a speficic coaliton only, or only to a specific
|
|||||||
|
|
||||||
<p>The marker text and coordinate can be updated easily as shown below.</p>
|
<p>The marker text and coordinate can be updated easily as shown below.</p>
|
||||||
|
|
||||||
<p>However, note that <strong>updateing involves to remove and recreate the marker if either text or its coordinate is changed</strong>.
|
<p>However, note that <strong>updating involves to remove and recreate the marker if either text or its coordinate is changed</strong>.
|
||||||
<em>This is a DCS scripting engine limitation.</em></p>
|
<em>This is a DCS scripting engine limitation.</em></p>
|
||||||
|
|
||||||
<h2>Update Text</h2>
|
<h2>Update Text</h2>
|
||||||
|
|
||||||
<p>If you created a marker "mymarker" as shown above, you can update the dispayed test by</p>
|
<p>If you created a marker "mymarker" as shown above, you can update the displayed test by</p>
|
||||||
|
|
||||||
<pre><code>mymarker:UpdateText( "I am the new text at Batumi" )
|
<pre><code>mymarker:UpdateText( "I am the new text at Batumi" )
|
||||||
</code></pre>
|
</code></pre>
|
||||||
@ -1626,7 +1626,7 @@ env.info("Marker Coordinate LL DSM = " .. Coordinate:ToStringLLDMS())
|
|||||||
|
|
||||||
<h1>FSM Events</h1>
|
<h1>FSM Events</h1>
|
||||||
|
|
||||||
<p>Moose creates addditonal events, so called FSM event, when markers are added, changed, removed, and text or the coordianteis updated.</p>
|
<p>Moose creates additional events, so called FSM event, when markers are added, changed, removed, and text or the coordinate is updated.</p>
|
||||||
|
|
||||||
<p>These events can be captured and used for processing via OnAfter functions as shown below.</p>
|
<p>These events can be captured and used for processing via OnAfter functions as shown below.</p>
|
||||||
|
|
||||||
@ -1644,7 +1644,6 @@ env.info("Marker Coordinate LL DSM = " .. Coordinate:ToStringLLDMS())
|
|||||||
<h1>Examples</h1>
|
<h1>Examples</h1>
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
@ -1946,7 +1945,7 @@ env.info("Marker Coordinate LL DSM = " .. Coordinate:ToStringLLDMS())
|
|||||||
<tr class="w3-border">
|
<tr class="w3-border">
|
||||||
<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(MARKER).message">MARKER.message</a></p></td>
|
<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(MARKER).message">MARKER.message</a></p></td>
|
||||||
<td class="summary w3-half w3-container" style="word-wrap: break-word">
|
<td class="summary w3-half w3-container" style="word-wrap: break-word">
|
||||||
<p>Message dispayed when the mark is added.</p>
|
<p>Message displayed when the mark is added.</p>
|
||||||
</td>
|
</td>
|
||||||
</tr>
|
</tr>
|
||||||
<tr class="w3-border">
|
<tr class="w3-border">
|
||||||
@ -2016,7 +2015,7 @@ env.info("Marker Coordinate LL DSM = " .. Coordinate:ToStringLLDMS())
|
|||||||
</td>
|
</td>
|
||||||
</tr>
|
</tr>
|
||||||
<tr class="w3-border">
|
<tr class="w3-border">
|
||||||
<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(MARKER).tocoaliton">MARKER.tocoaliton</a></p></td>
|
<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(MARKER).tocoalition">MARKER.tocoalition</a></p></td>
|
||||||
<td class="summary w3-half w3-container" style="word-wrap: break-word">
|
<td class="summary w3-half w3-container" style="word-wrap: break-word">
|
||||||
|
|
||||||
</td>
|
</td>
|
||||||
@ -2940,7 +2939,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
|
|||||||
#string
|
#string
|
||||||
<a id="#(MARKER).message" ><strong>MARKER.message</strong></a>
|
<a id="#(MARKER).message" ><strong>MARKER.message</strong></a>
|
||||||
|
|
||||||
<p>Message dispayed when the mark is added.</p>
|
<p>Message displayed when the mark is added.</p>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
@ -4143,7 +4142,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
|
|||||||
</div>
|
</div>
|
||||||
<div class="w3-half">
|
<div class="w3-half">
|
||||||
|
|
||||||
<p>Coalition 1=Red, 2=Blue, 0=Neutral. See <code>coaliton.side.RED</code>.</p>
|
<p>Coalition 1=Red, 2=Blue, 0=Neutral. See <code>coalition.side.RED</code>.</p>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
@ -5046,7 +5045,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
|
|||||||
#string
|
#string
|
||||||
<a id="#(MARKER).message" ><strong>MARKER.message</strong></a>
|
<a id="#(MARKER).message" ><strong>MARKER.message</strong></a>
|
||||||
|
|
||||||
<p>Message dispayed when the mark is added.</p>
|
<p>Message displayed when the mark is added.</p>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
@ -6660,7 +6659,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
|
|||||||
#string
|
#string
|
||||||
<a id="#(MARKER).message" ><strong>MARKER.message</strong></a>
|
<a id="#(MARKER).message" ><strong>MARKER.message</strong></a>
|
||||||
|
|
||||||
<p>Message dispayed when the mark is added.</p>
|
<p>Message displayed when the mark is added.</p>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
|
|||||||
@ -3515,17 +3515,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
|
|||||||
|
|
||||||
|
|
||||||
|
|
||||||
</div>
|
|
||||||
|
|
||||||
</div>
|
|
||||||
<div>
|
|
||||||
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
|
||||||
|
|
||||||
<a href="Core.Spot.html##(SPOT)">Core.Spot#SPOT</a>
|
|
||||||
<a id="#(POSITIONABLE).Spot" ><strong>POSITIONABLE.Spot</strong></a>
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
@ -7088,17 +7077,6 @@ Coordinates are dependent on the position of the maps origin.</p>
|
|||||||
|
|
||||||
|
|
||||||
|
|
||||||
</div>
|
|
||||||
|
|
||||||
</div>
|
|
||||||
<div>
|
|
||||||
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
|
||||||
|
|
||||||
<a href="Core.Spot.html##(SPOT)">Core.Spot#SPOT</a>
|
|
||||||
<a id="#(POSITIONABLE).Spot" ><strong>POSITIONABLE.Spot</strong></a>
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
@ -7676,17 +7654,6 @@ If the Identifiable is alive, true is returned. </p>
|
|||||||
|
|
||||||
|
|
||||||
|
|
||||||
</div>
|
|
||||||
|
|
||||||
</div>
|
|
||||||
<div>
|
|
||||||
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
|
||||||
|
|
||||||
<a href="Core.Spot.html##(SPOT)">Core.Spot#SPOT</a>
|
|
||||||
<a id="#(POSITIONABLE).Spot" ><strong>POSITIONABLE.Spot</strong></a>
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
@ -7870,17 +7837,6 @@ If the Identifiable is alive, true is returned. </p>
|
|||||||
|
|
||||||
|
|
||||||
|
|
||||||
</div>
|
|
||||||
|
|
||||||
</div>
|
|
||||||
<div>
|
|
||||||
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
|
||||||
|
|
||||||
<a href="Core.Spot.html##(SPOT)">Core.Spot#SPOT</a>
|
|
||||||
<a id="#(POSITIONABLE).Spot" ><strong>POSITIONABLE.Spot</strong></a>
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|||||||
@ -2716,13 +2716,13 @@ If you want to obtain the complete <strong>3D position</strong> including orient
|
|||||||
<tr class="w3-border">
|
<tr class="w3-border">
|
||||||
<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(UNIT).TaskOrbitCircle">UNIT:TaskOrbitCircle(Altitude, Speed, Coordinate)</a></p></td>
|
<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(UNIT).TaskOrbitCircle">UNIT:TaskOrbitCircle(Altitude, Speed, Coordinate)</a></p></td>
|
||||||
<td class="summary w3-half w3-container" style="word-wrap: break-word">
|
<td class="summary w3-half w3-container" style="word-wrap: break-word">
|
||||||
<p>(AIR) Orbit at the current position of the first unit of the controllable at a specified alititude.</p>
|
<p>(AIR) Orbit at the current position of the first unit of the controllable at a specified altitude.</p>
|
||||||
</td>
|
</td>
|
||||||
</tr>
|
</tr>
|
||||||
<tr class="w3-border">
|
<tr class="w3-border">
|
||||||
<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(UNIT).TaskOrbitCircleAtVec2">UNIT:TaskOrbitCircleAtVec2(Point, Altitude, Speed)</a></p></td>
|
<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(UNIT).TaskOrbitCircleAtVec2">UNIT:TaskOrbitCircleAtVec2(Point, Altitude, Speed)</a></p></td>
|
||||||
<td class="summary w3-half w3-container" style="word-wrap: break-word">
|
<td class="summary w3-half w3-container" style="word-wrap: break-word">
|
||||||
<p>(AIR) Orbit at a specified position at a specified alititude during a specified duration with a specified speed.</p>
|
<p>(AIR) Orbit at a specified position at a specified altitude during a specified duration with a specified speed.</p>
|
||||||
</td>
|
</td>
|
||||||
</tr>
|
</tr>
|
||||||
<tr class="w3-border">
|
<tr class="w3-border">
|
||||||
@ -2734,7 +2734,7 @@ If you want to obtain the complete <strong>3D position</strong> including orient
|
|||||||
<tr class="w3-border">
|
<tr class="w3-border">
|
||||||
<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(UNIT).TaskRoute">UNIT:TaskRoute(Points)</a></p></td>
|
<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(UNIT).TaskRoute">UNIT:TaskRoute(Points)</a></p></td>
|
||||||
<td class="summary w3-half w3-container" style="word-wrap: break-word">
|
<td class="summary w3-half w3-container" style="word-wrap: break-word">
|
||||||
<p>Return a Misson task to follow a given route defined by Points.</p>
|
<p>Return a Mission task to follow a given route defined by Points.</p>
|
||||||
</td>
|
</td>
|
||||||
</tr>
|
</tr>
|
||||||
<tr class="w3-border">
|
<tr class="w3-border">
|
||||||
@ -6312,7 +6312,7 @@ Note that a controllable can only have one beacon activated at a time with the e
|
|||||||
</div>
|
</div>
|
||||||
<div class="w3-half">
|
<div class="w3-half">
|
||||||
|
|
||||||
<p>The ID of the unit the beacon is attached to. Usefull if more units are in one group.</p>
|
<p>The ID of the unit the beacon is attached to. Useful if more units are in one group.</p>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
@ -6812,7 +6812,7 @@ Note that a controllable can only have one beacon activated at a time with the e
|
|||||||
</div>
|
</div>
|
||||||
<div class="w3-half">
|
<div class="w3-half">
|
||||||
|
|
||||||
<p>(Optional) Delay in seconds before the frequncy is set. Default is immediately.</p>
|
<p>(Optional) Delay in seconds before the frequency is set. Default is immediately.</p>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
@ -6937,10 +6937,11 @@ Note that this can only work on GROUP level, although individual UNITs can be co
|
|||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
<h2><strong>Usage:</strong></h2>
|
<h2><strong>Usage:</strong></h2>
|
||||||
<pre class="example"><code>--- This test demonstrates the use(s) of the SwitchWayPoint method of the GROUP class.
|
<pre class="example"><code>
|
||||||
|
-- This test demonstrates the use(s) of the SwitchWayPoint method of the GROUP class.
|
||||||
HeliGroup = GROUP:FindByName( "Helicopter" )
|
HeliGroup = GROUP:FindByName( "Helicopter" )
|
||||||
|
|
||||||
--- Route the helicopter back to the FARP after 60 seconds.
|
-- Route the helicopter back to the FARP after 60 seconds.
|
||||||
-- We use the SCHEDULER class to do this.
|
-- We use the SCHEDULER class to do this.
|
||||||
SCHEDULER:New( nil,
|
SCHEDULER:New( nil,
|
||||||
function( HeliGroup )
|
function( HeliGroup )
|
||||||
@ -7171,7 +7172,7 @@ SCHEDULER:New( nil,
|
|||||||
</div>
|
</div>
|
||||||
<div class="w3-half">
|
<div class="w3-half">
|
||||||
|
|
||||||
<p>(optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.</p>
|
<p>(optional) This parameter limits maximal quantity of attack. The aircraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aircraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.</p>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
@ -7459,7 +7460,7 @@ SCHEDULER:New( nil,
|
|||||||
</div>
|
</div>
|
||||||
<div class="w3-half">
|
<div class="w3-half">
|
||||||
|
|
||||||
<p>(optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.</p>
|
<p>(optional) This parameter limits maximal quantity of attack. The aircraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aircraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.</p>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
@ -8074,7 +8075,7 @@ If <strong>at least one</strong> detection method is specified, only the methods
|
|||||||
<p>Returns relative amount of fuel (from 0.0 to 1.0) the unit has in its internal tanks.</p>
|
<p>Returns relative amount of fuel (from 0.0 to 1.0) the unit has in its internal tanks.</p>
|
||||||
|
|
||||||
|
|
||||||
<p>This method returns nil to ensure polymorphic behaviour! This method needs to be overridden by GROUP or UNIT.</p>
|
<p>This method returns nil to ensure polymorphic behavior! This method needs to be overridden by GROUP or UNIT.</p>
|
||||||
|
|
||||||
<div id= "#Functions##GetFuel" class="w3-show w3-white">
|
<div id= "#Functions##GetFuel" class="w3-show w3-white">
|
||||||
<div class="w3-container w3-white" id="functiontype">
|
<div class="w3-container w3-white" id="functiontype">
|
||||||
@ -8107,7 +8108,7 @@ If <strong>at least one</strong> detection method is specified, only the methods
|
|||||||
<p>Returns relative average amount of fuel (from 0.0 to 1.0) a unit or group has in its internal tanks.</p>
|
<p>Returns relative average amount of fuel (from 0.0 to 1.0) a unit or group has in its internal tanks.</p>
|
||||||
|
|
||||||
|
|
||||||
<p>This method returns nil to ensure polymorphic behaviour! This method needs to be overridden by GROUP or UNIT.</p>
|
<p>This method returns nil to ensure polymorphic behavior! This method needs to be overridden by GROUP or UNIT.</p>
|
||||||
|
|
||||||
<div id= "#Functions##GetFuelAve" class="w3-show w3-white">
|
<div id= "#Functions##GetFuelAve" class="w3-show w3-white">
|
||||||
<div class="w3-container w3-white" id="functiontype">
|
<div class="w3-container w3-white" id="functiontype">
|
||||||
@ -8140,7 +8141,7 @@ If <strong>at least one</strong> detection method is specified, only the methods
|
|||||||
<p>Returns relative minimum amount of fuel (from 0.0 to 1.0) a unit or group has in its internal tanks.</p>
|
<p>Returns relative minimum amount of fuel (from 0.0 to 1.0) a unit or group has in its internal tanks.</p>
|
||||||
|
|
||||||
|
|
||||||
<p>This method returns nil to ensure polymorphic behaviour! This method needs to be overridden by GROUP or UNIT.</p>
|
<p>This method returns nil to ensure polymorphic behavior! This method needs to be overridden by GROUP or UNIT.</p>
|
||||||
|
|
||||||
<div id= "#Functions##GetFuelMin" class="w3-show w3-white">
|
<div id= "#Functions##GetFuelMin" class="w3-show w3-white">
|
||||||
<div class="w3-container w3-white" id="functiontype">
|
<div class="w3-container w3-white" id="functiontype">
|
||||||
@ -11586,7 +11587,7 @@ Warning! When you switch this option off, the airborne group will continue to fl
|
|||||||
</div>
|
</div>
|
||||||
<div class="w3-half">
|
<div class="w3-half">
|
||||||
|
|
||||||
<p>(optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.</p>
|
<p>(optional) This parameter limits maximal quantity of attack. The aircraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aircraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.</p>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
@ -11721,7 +11722,7 @@ Warning! When you switch this option off, the airborne group will continue to fl
|
|||||||
</div>
|
</div>
|
||||||
<div class="w3-half">
|
<div class="w3-half">
|
||||||
|
|
||||||
<p>(Optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.</p>
|
<p>(Optional) This parameter limits maximal quantity of attack. The aircraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aircraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.</p>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
@ -11843,7 +11844,7 @@ Warning! When you switch this option off, the airborne group will continue to fl
|
|||||||
</div>
|
</div>
|
||||||
<div class="w3-half">
|
<div class="w3-half">
|
||||||
|
|
||||||
<p>(Optional) Limits maximal quantity of attack. The aicraft/controllable will not make more attacks than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.</p>
|
<p>(Optional) Limits maximal quantity of attack. The aircraft/controllable will not make more attacks than allowed even if the target controllable not destroyed and the aircraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.</p>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
@ -11965,7 +11966,7 @@ Warning! When you switch this option off, the airborne group will continue to fl
|
|||||||
</div>
|
</div>
|
||||||
<div class="w3-half">
|
<div class="w3-half">
|
||||||
|
|
||||||
<p>(optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.</p>
|
<p>(optional) This parameter limits maximal quantity of attack. The aircraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aircraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.</p>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
@ -12224,7 +12225,7 @@ Warning! When you switch this option off, the airborne group will continue to fl
|
|||||||
</div>
|
</div>
|
||||||
<div class="w3-half">
|
<div class="w3-half">
|
||||||
|
|
||||||
<p>(optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.</p>
|
<p>(optional) This parameter limits maximal quantity of attack. The aircraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aircraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.</p>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
@ -13912,7 +13913,7 @@ Used to support CarpetBombing Task</p>
|
|||||||
<h2><a id="#(UNIT).TaskOrbitCircle" ><strong>UNIT:TaskOrbitCircle(Altitude, Speed, Coordinate)</strong></a></h2>
|
<h2><a id="#(UNIT).TaskOrbitCircle" ><strong>UNIT:TaskOrbitCircle(Altitude, Speed, Coordinate)</strong></a></h2>
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
<p>(AIR) Orbit at the current position of the first unit of the controllable at a specified alititude.</p>
|
<p>(AIR) Orbit at the current position of the first unit of the controllable at a specified altitude.</p>
|
||||||
|
|
||||||
<div id= "#Functions##TaskOrbitCircle" class="w3-show w3-white">
|
<div id= "#Functions##TaskOrbitCircle" class="w3-show w3-white">
|
||||||
<div class="w3-container w3-white" id="functiontype">
|
<div class="w3-container w3-white" id="functiontype">
|
||||||
@ -13982,7 +13983,7 @@ Used to support CarpetBombing Task</p>
|
|||||||
<h2><a id="#(UNIT).TaskOrbitCircleAtVec2" ><strong>UNIT:TaskOrbitCircleAtVec2(Point, Altitude, Speed)</strong></a></h2>
|
<h2><a id="#(UNIT).TaskOrbitCircleAtVec2" ><strong>UNIT:TaskOrbitCircleAtVec2(Point, Altitude, Speed)</strong></a></h2>
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
<p>(AIR) Orbit at a specified position at a specified alititude during a specified duration with a specified speed.</p>
|
<p>(AIR) Orbit at a specified position at a specified altitude during a specified duration with a specified speed.</p>
|
||||||
|
|
||||||
<div id= "#Functions##TaskOrbitCircleAtVec2" class="w3-show w3-white">
|
<div id= "#Functions##TaskOrbitCircleAtVec2" class="w3-show w3-white">
|
||||||
<div class="w3-container w3-white" id="functiontype">
|
<div class="w3-container w3-white" id="functiontype">
|
||||||
@ -14085,7 +14086,7 @@ Used to support CarpetBombing Task</p>
|
|||||||
<h2><a id="#(UNIT).TaskRoute" ><strong>UNIT:TaskRoute(Points)</strong></a></h2>
|
<h2><a id="#(UNIT).TaskRoute" ><strong>UNIT:TaskRoute(Points)</strong></a></h2>
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
<p>Return a Misson task to follow a given route defined by Points.</p>
|
<p>Return a Mission task to follow a given route defined by Points.</p>
|
||||||
|
|
||||||
<div id= "#Functions##TaskRoute" class="w3-show w3-white">
|
<div id= "#Functions##TaskRoute" class="w3-show w3-white">
|
||||||
<div class="w3-container w3-white" id="functiontype">
|
<div class="w3-container w3-white" id="functiontype">
|
||||||
|
|||||||
Loading…
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Reference in New Issue
Block a user